Skip to content
Docs
Open Promoeyes
Hyper-Futuristic

Hyper-Futuristic

Neon light is the look: a tunnel of repeating neon frames on a black mirror floor, a chrome iPhone hero with split cyan and magenta rims, holographic UI panels assembling around a laptop, then a vista of megastructures, gate and traffic.

No place, only lacquer, mirror floors and saturated glowing light: a tunnel of repeating light frames doubled in the floor, deep fog, hex geometry, rings, halos, sparks and a scan line, opening onto a vista of megastructures, gates, light rays and traffic in haze. Four long beats of about 9 s across 37 s, steady and glossy, landing on the wide vista.

Length
37 s
Scenes
4
Device
iphone, laptop
Style
abstract
Camera
push in, orbit, low angle

The AI keeps this film's shots, timing and camera, and puts your app in it.

//
    HYPER-FUTURISTIC — a reusable LOOK for device promos (an alternative look for
    the modeled-3d skill). Neon light, bloom and reflection ARE the look; there is
    no "setting" (no sky, no sun, no planet). Everything is black lacquer, black
    mirror and saturated light, and every surface exists to carry or double a
    neon line. 1 unit = 1 mm. Renderer: WebGPU (the default).

    Preview: http://localhost:4444/runtime?project=projects/templates/hyper-futuristic/hyper-futuristic.promo

      #   scene        dur  device   what it adds to the look
      s01 s01-tunnel   9    iphone   neon frames on repeat + black mirror floor + a travelling light pulse
      s02 s02-hero     9    iphone   split cyan/magenta rim on chrome, orbit rings, halos, sparks, scan line, hex cookie
      s03 s03-hud      9    laptop   holographic ui3d panels assembling (flicker), live data: bars, gauge, ticker
      s04 s04-vista    10   iphone   all of it: megastructures in fog, gate + portals, rays, haze banks, traffic, HUD

    WHY IT READS AS HYPER-FUTURISTIC (not "dark sci-fi", not "outer space")
      · the LIGHT is geometry: thin emissive tubes (2–6 mm in a 1–2 m set) bright
        enough that their cores clip toward white while the bloom halo keeps the hue;
      · two complementary hues, always both on screen (cyan left / magenta right),
        UV as the shadow colour, lime only as a tiny "live" signal;
      · everything else is near-black and GLOSSY, so every tube is doubled — in the
        floor mirror, in the lacquer ribs, in the chrome band of the device;
      · repetition and hex geometry (frames, cookie, gate, platform) give it a
        designed, synthetic, machine-made rhythm;
      · motion is electrical: pulses, kicks on the beat, scans, flickers — never drift alone.

    ── RECIPE (copy these values) ─────────────────────────────────────────────

    PALETTE
      #05040a near-black base   background bottom, floor base, UI page
      #0c0a24 deep indigo       background top; glass panels #0c0a24 at 60–80 % (#0c0a2499 / cc)
      #0a0820 fog indigo        fog colour (slightly bluer than the base so depth reads)
      #19f3ff electric cyan     UI strokes/accents      → neon emissive #5ff8ff
      #ff2bd6 hot magenta       UI accents/negatives    → neon emissive #ff5ce0
      #7b5cff ultraviolet       grids, fills, haze, cookies → neon emissive #9a80ff
      #c6ff3d acid lime         ONLY "live / positive" (chips, status dot, one tower band) → #d4ff6e
      #e8f6ff chrome white      UI text;  #e6fdff white-hot emissive (packets, beads)
      #8a87c8 / #4d4a80 / #1a1640  UI label / tertiary / track
      The emissive hexes are the UI hexes DESATURATED a step: at intensity 2+ the
      core clips toward white (all three channels > 1) and the halo keeps the hue.
      A pure #19f3ff core stays cyan; #5ff8ff reads white-hot.

    MATERIALS (promo-root <materials>, attach with material=<name>)
      neon-cyan    standard color=#000000 emissive=#5ff8ff emissive-intensity=2 roughness=1 metalness=0
      neon-magenta standard … emissive=#ff5ce0 · neon-uv … #9a80ff · neon-lime … #d4ff6e · neon-white … #e6fdff 2.4
                   (black base: lights add nothing; intensity: idle 1.6–2, flash 5–7, hot packet 6)
      chrome       physical color=#f4f6fa metalness=1 roughness=0.08 clearcoat=0.6 clearcoat-roughness=0.08 envmap-intensity=1.4
                   devices: iphone(body=space-black band=chrome) for a hero; body=chrome band=chrome for an all-chrome phone
      lacquer      physical color=#07060f metalness=0.3 roughness=0.14 clearcoat=1 clearcoat-roughness=0.05 envmap-intensity=1
                   ribs, towers, plinths — glossy black that catches the coloured rims
      lacquer-satin physical color=#07060f metalness=0.3 roughness=0.55 clearcoat=0.2 clearcoat-roughness=0.45 envmap-intensity=0.6
                   EVERY big flat top (platforms): mirror-gloss tops print each area light as a hard coloured wedge
      thinfilm