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
//
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