Docs · Generators
Warpfield
A procedural field generator with two styles: Marble — flowing domain-warped bands for backgrounds, energy surfaces, and displacement sources; and Nebula — deep-space gas with emission-line color, star lattices, and knots.
| Version | 0.3.0 |
|---|---|
| Parameters | 24 |
| Presets | 12 |
| GPU | On the GPU (Metal), with a CPU fallback. Nothing to configure. |
| Hosts | After Effects 2020 or later (2025 or later recommended). macOS 11 or later, Apple Silicon and Intel. |
Warpfield fills the frame with animated procedural structure — a background, an energy surface, or a driver for other effects. One engine, two styles. Marble gives flowing domain-warped bands — the poured-ink, veined-stone, energy-skin look. Nebula gives deep-space gas with emission-line color, a star field threaded through it, and dense knots.
The shape comes from domain warping, and that one idea explains most of the panel. The field isn’t sampled at the pixel’s own coordinate — it’s sampled at a coordinate that noise has already bent, in two stages. Warp 1 is how hard the first stage pushes, Warp 2 the second. That’s why the result flows like something poured rather than sitting there like noise: keep the warp low and the structure stays broad and legible, raise it and the bands fold back through each other and start to braid. Ridge Sharpen then decides whether those band edges read as soft cloud contours or hard bright veins. Nebula feeds the same two warp stages through much gentler internal gains, so the same dial values bend gas instead of shattering it.
Color arrives last, and the two styles take it from different places. Marble resolves the field to one value per pixel and maps that value through the Palette — color is a lookup laid over finished structure, which is also why Field Output can hand you that underlying value field for a displacement map or a matte. Nebula doesn’t use the palette at all: it colors its gas from an emission-line wheel that Hue Base and Hue Span steer. Either way, build the shape first and dress it after.
The working rhythm: pick Field Style, set Master Scale for how large the features should read in your frame and Master Speed for how fast the field lives, then shape it and color it. The field is a closed function of its dials: no frame history, no accumulated state, nothing to warm up. The same values give the same pixels on any workstation and on any pass of a render farm, and the coordinates come from the layer frame rather than the pixel grid — so a half- or quarter-resolution preview shows you the field the full-res render will produce.
Parameters
Field, motion & output
Field Style is the first decision, and it decides which half of the panel is live. Marble runs the domain-warped band engine: Warp 1, Warp 2, and Ridge Sharpen shape it and the Palette colors it — flowing veined surfaces for backgrounds, energy plates, and displacement sources. Nebula builds deep-space gas: it keeps Warp 1 and Warp 2, adds Coverage, Voids, Dust, Detail, Knots, and Stars on top of them, lays the whole arrangement out from Seed, and takes its color off the emission wheel Hue Base and Hue Span drive. The dials the other style owns are inert rather than merely subtle: Ridge Sharpen and the Palette do nothing while Field Style is Nebula, and the nine gas dials do nothing while it’s Marble.
Intensity is exposure on the finished field. The default 0.5 sits mid-slider deliberately, so you have headroom in both directions: Intensity 0.2–0.35 for a field that sits behind titles without fighting them, Intensity 0.7–1 when the field is the shot. Master Amount multiplies it, so build the look here and fade it there.
Motion is two dials in one currency. Master Speed runs the field on its own clock. Evolution is animatable phase added to that clock — an angle, where one full turn advances the field exactly as far as one second at Master Speed = 1 does. Set Master Speed = 0 and animate Evolution when the field’s motion has to hit a beat, ease into a hold, or retime with the rest of the shot. Because the two add, you can also leave a slow drift running underneath a keyframed push.
Blend Mode decides how the field leaves the effect. Generate ignores the layer’s pixels entirely and outputs the field over opaque black — the generator case, applied to a solid. Screen and Additive lay it over the layer’s own content as light, which is how you get an energy skin on existing footage without a second layer. Multiply uses the field as density instead, darkening the plate where the field is dark. The three blend modes pass the layer’s own alpha straight through and add no coverage of their own, so the field can never paint into a transparent region — if you need it edge to edge, it goes on a solid. And Intensity = 0 under a blend mode returns the layer untouched, which makes Master Amount = 0 a clean full fade-out.
Field Output is the driver switch. The effect stops emitting a picture and emits the field itself: white RGB with the field value carried in alpha, so a luma matte, an alpha matte, and a displacement map all read the same numbers off one layer. The color path is out of circuit here — Palette, Intensity, and Blend Mode don’t reach it. In Nebula what comes out is the gas density on its own; Stars and Knots stay out of the matte.
Marble: warp & veins
Marble’s shape is Warp 1, Warp 2, and Ridge Sharpen. The two warp dials are the two stages of the domain warp, and they don’t do the same job even though they share a range. Warp 1 bends the coordinate that feeds the second stage: raise it and the bands start to curl and pour. Warp 2 bends the coordinate of the final field: raise it on top of that and the curls get folded through each other, which is where the braided, marbled character comes from.
Both dials at 0 isn’t the calm setting — it’s the undirected one. Nothing bends the coordinate at all, so what’s left is plain noise: soft, blobby, no flow in it anywhere. Warp 1 2–4 with Warp 2 4–6 is the working band: enough flow to look alive, enough structure left to read. Sit at the bottom of it when something has to stay legible on top, at the top for an energy surface nobody is meant to read past. Push both past 6 and the field stops being bands at all and becomes turbulence.
Ridge Sharpen is the vein dial. It shapes the band edges: at Ridge Sharpen 0.5–1 the transitions are soft and the field reads as cloud or smoke; at the default 1.5 you get defined bands with visible edges; at Ridge Sharpen 2–3 the edges tighten into hard bright filaments — the cracked-marble, circuit-in-glass, energy-vein look. It’s the fastest way to move between “atmosphere” and “structure” without touching the warp at all.
Set Master Scale before you spend time on any of this. The same warp values look like completely different effects at Master Scale = 2 and Master Scale = 9, so framing first, shaping second — otherwise you dial a balance that stops being the balance the moment the features change size.
Nebula: gas, dust & stars
Switch Field Style to Nebula and a second set of dials takes over. The frame gets built in passes: a gas body that Coverage, Voids, Dust, and Detail shape, bright Knots sitting inside that gas, and a star field over the top that the gas dims wherever it’s thick.
Coverage is the one to set first: how much of the frame the gas claims. Low Coverage gives isolated clouds in mostly empty space — the wide establishing shot, with room left over for hardware or type. High Coverage fills the frame edge to edge, which reads as being inside the nebula. The default 0.55 is the balanced middle; Coverage 0.3–0.45 is the safest zone for a plate that has to hold graphics on top.
Voids carves the negative space back out. It’s what keeps a high-coverage cloud from turning into fog: the dark channels and holes punched through the gas are what give it depth and make the bright regions read as bright. Raising Coverage and Voids together is usually right — dense gas with structure through it, rather than either a thin cloud or a flat wall.
Dust cuts dark lanes into the gas — the dirty streaks that break up an otherwise even cloud. At Dust = 0 the gas reads clean and graphic, almost illustrative; raise it and the lanes eat into the denser regions and the whole thing turns photographic. Dust 0.5–1.5 covers most astrophotography-style plates.
Detail works at the opposite scale: a fine, high-frequency structure gain on the gas body itself, the filament grain inside the shapes rather than the shapes. Detail 0.5–1.5 for a natural read, higher when the field needs to survive a big scale-up or an aggressive grade. It’s the third dial Master Complexity multiplies, alongside the two warp stages.
Stars brings up the star field threaded through the cloud, and it’s a taste dial with real range: Stars = 0 is a pure gas plate for compositing your own star layer behind, Stars 0.5–1.5 is a believable sky, and past 3 it becomes a dense lattice that reads as a globular cluster rather than a starfield. Knots works at the other end of the process — compact emission cores inside the gas, placed where the material has gathered. Knots 0.5–1 puts a handful of them in the frame, which is what stops a nebula from reading as an even smear; push toward 3 and the cloud becomes mostly knots, closer to a stellar nursery.
The gas and the stars don’t share a frame of reference, and that’s deliberate. Master Scale zooms the gas — larger structures, fewer of them — and it zooms the knots with it, since knots are gas features. The stars stay anchored to the frame at their own three densities, the way stars sit behind a cloud rather than inside it. The gas also drifts and evolves on the clock while the stars hold their positions and twinkle where they are, which is what keeps a slow plate from reading as one sliding texture.
Seed re-rolls that entire layout — where the gas gathers, where the voids fall, which cells carry knots and stars — without touching a shape dial. When the structure is right but the composition lands badly (a dense region straight through your title’s safe area, a void where you needed material), scrub Seed rather than re-dialing the look. The slider tops out at 100 while the hard range runs to 9999, so there is far more variation available than the UI suggests, and it’s deterministic: one seed on one frame resolves to one arrangement, whichever machine renders it. Like the rest of this panel it’s a Nebula dial — a Marble field ignores it.
Palette & hue
20 params
Color is the last stage, which makes it the safest thing to change late — but Marble and Nebula source it from completely separate machinery, so check Field Style before you reach in here.
In Marble, Palette picks one of twelve stored ramps that the field’s value maps through: Ion Drift is the default, Graphite is the neutral grayscale one, and the rest are characterized individually in the palettes list. Because the structure is computed before the color, auditioning ramps costs you nothing structurally — the veins, folds, and voids stay exactly where they are while the whole look changes temperature.
The popup’s first entry is the one that matters when the field has to land on a specific color. Custom starts from the same base ramp Ion Drift ships and leaves Hue Shift live on top of it, rotating that ramp’s colors; a full 360° turn is one lap back to where you started. The twelve factory entries below it pin Hue Shift to zero instead — they ship the color they ship. So the route to “this shape, but in our brand color” runs through Custom, not through a factory ramp plus a rotation.
One thing to know about Marble motion: the palette lookup advances with the clock as well as with the field, so part of what reads as movement in a colored plate is the ramp traveling through structure that has barely moved. It’s why the same field feels quieter going out through Field Output, which has no color path at all.
In Nebula there is no palette to own the dial, so Hue Shift stays live and folds into Hue Base. That makes it the animation handle for a gas plate that should drift through color over a long shot: a few degrees per second turns the cloud without ever looking like a hue-rotate filter, because the structure is moving too.
Hue Base and Hue Span are the gas’s own emission color. Hue Base is the center hue the cloud sits on; Hue Span is how far the hue travels across the cloud’s structure. Keep Hue Span 0.1–0.25 for a monochromatic, single-emission-line read — one gas, one color, the most photographic option. The default 0.35 separates the dense material from the thin material by hue, not just by brightness. Push Hue Span 0.6–1 and the cloud spans most of the wheel, which is the poster-art read: dramatic, saturated, not remotely astronomical, and often exactly right for a title background.
| Name | Type | Range | Default | Choices |
|---|---|---|---|---|
| License | button | — | — | — |
| Palette | popup | — | Ion Drift | Custom · Ion Drift · Emberfall · Deep Nebula · Solar Ash · Glacier Smoke · Absinthe · Iron Sky · Coral Sea · Ultraviolet · Verdigris · Midnight Oil · Graphite |
| Evolution | angle | — | 0 | — |
| Warp 1 | slider | 0–8 (hard 0–16) | 4 | — |
| Warp 2 | slider | 0–8 (hard 0–16) | 4 | — |
| Ridge Sharpen | slider | 0.5–3 (hard 0–6) | 1.5 | — |
| Intensity | slider | 0–1 (hard 0–2) | 0.5 | — |
| Hue Shift | angle | — | 0 | — |
| Blend Mode | popup | — | Generate | Generate · Screen · Additive · Multiply |
| Field Output | checkbox | — | off | — |
| Field Style | popup | — | Marble | Marble · Nebula |
| Seed | slider (int) | 0–100 (hard 0–9999) | 2 | — |
| Coverage | slider | 0–1 | 0.55 | — |
| Voids | slider | 0–1 | 0.6 | — |
| Dust | slider | 0–4 (hard 0–16) | 0.8 | — |
| Stars | slider | 0–5 (hard 0–8) | 1 | — |
| Hue Base | angle | — | 0 | — |
| Hue Span | slider | 0–1 (hard 0–2) | 0.35 | — |
| Detail | slider | 0–4 (hard 0–6) | 0.8 | — |
| Knots | slider | 0–4 (hard 0–6) | 0.6 | — |
Master
4 params
Read this group carefully, because it breaks the suite’s pattern. Two of these dials are percentages and two are not.
Master Amount and Master Complexity behave the way Master dials do everywhere else: percent, 100 neutral. Master Amount multiplies Intensity — one slider to fade the whole field up or down without disturbing the balance you dialed. Master Complexity multiplies Warp 1, Warp 2, and Detail at once. In Marble that lands on the two warp stages (Detail is a Nebula dial and has nothing to bite on there), so it’s the fold-and-braid slider; in Nebula it rides the gas warp and the gas’s fine grain together. Master Complexity = 60 calms the whole field down, 150 adds folding and filament — the fastest way to retune how busy a look is without re-dialing three sliders.
Master Scale and Master Speed are not percentages. They are the field’s own scale and speed dials, adopted into this group with their native ranges. Master Scale is a frequency: field cycles across the frame height, not a percentage of anything. Double it and twice as much structure lays down the frame; the useful working span is Master Scale 1–10, low for a few enormous sweeping features, high for dense fine texture. Both axes divide by the frame height, so features stay square in a wide comp instead of stretching with the aspect ratio. Master Speed = 0.4 is a slow, ambient drift — the default because that’s what a background usually wants. Master Speed 0.05–0.2 is barely-moving atmosphere, Master Speed 1–3 is active churning energy, and Master Speed = 0 stops the clock: the hand-keyframed Evolution case.
The usual Master rule still applies to the two percent dials: ride Master Amount or Intensity, not both at once, or the scaling doubles up.
| Name | Type | Range | Default | Choices |
|---|---|---|---|---|
| Master Amount | slider | 0–200 (hard 0–400) | 100% | — |
| Master Scale | slider | 1–10 (hard 0.5–40) | 4 | — |
| Master Speed | slider | 0–3 (hard 0–10) | 0.4 | — |
| Master Complexity | slider | 0–200 (hard 0–400) | 100% | — |
Presets
Factory presets
12 looks
The twelve entries under Custom in the Palette popup are cosine color ramps that a Marble field’s value maps through. They carry color only — never the shape, the scale, or the motion — so you can dial a field in first and audition all twelve against it without losing a thing. (Nebula colors itself from its own emission wheel and ignores the popup entirely.) Pick by floor and contrast at least as much as by hue: a ramp that reaches black lets the field read as objects sitting in space, while one that never leaves the mids reads as a lit surface, and that choice decides how hard the field competes with whatever sits in front of it.
- Ion Drift — the default: an indigo trough climbing through burnt orange to a pale mint highlight and back down through sky blue, covering most of the wheel on the way.
- Emberfall — fire, with the lowest floor of any ramp that carries color: full-saturation orange highlights falling through blood red into an almost-black trough.
- Deep Nebula — the astrophotography ramp: dark violet-magenta at the floor, salmon mids, pale periwinkle highs, and a hard saturated blue on the far side.
- Solar Ash — warm haze: sunlit orange dropping to a dark warm brown through gray-green ash, and its blue channel laps slower than red and green, so the warm and cool halves never quite repeat.
- Glacier Smoke — ice and vapor: one blue hue end to end, near-white through the middle, the brightest average of the twelve, and a floor that stops at slate instead of black.
- Absinthe — acid green against violet and near-black: the widest light-to-dark swing of the ramps that carry color, and a near-complementary clash rather than a blend.
- Iron Sky — steel: the least saturated ramp that still has a hue, holding one gray-blue from floor to ceiling — the one that competes least with a foreground.
- Coral Sea — coral and orange against aqua and cyan, all of it in the upper mids: no dark trough anywhere, so the field reads as a lit surface rather than as depth.
- Ultraviolet — rose and hot pink swinging into periwinkle and indigo; the whole ramp sits on one arc of the wheel, with no green, gold, or teal in it anywhere.
- Verdigris — oxidized copper: teal body, slate troughs, a bronze band cutting through, pale olive at the top.
- Midnight Oil — night: the darkest ramp on average and the lowest ceiling in the set — indigo base, brass mids, pale steel highs that never approach white.
- Graphite — pure grayscale, near-black to near-white, no hue at all: the one to pick when the field is going out as a matte or a displacement source, or when you’d rather grade the color on top.
| Ion Drift | the default: an indigo trough climbing through burnt orange to a pale mint highlight and back down through sky blue, covering most of the wheel on the way. |
|---|---|
| Emberfall | fire, with the lowest floor of any ramp that carries color: full-saturation orange highlights falling through blood red into an almost-black trough. |
| Deep Nebula | the astrophotography ramp: dark violet-magenta at the floor, salmon mids, pale periwinkle highs, and a hard saturated blue on the far side. |
| Solar Ash | warm haze: sunlit orange dropping to a dark warm brown through gray-green ash, and its blue channel laps slower than red and green, so the warm and cool halves never quite repeat. |
| Glacier Smoke | ice and vapor: one blue hue end to end, near-white through the middle, the brightest average of the twelve, and a floor that stops at slate instead of black. |
| Absinthe | acid green against violet and near-black: the widest light-to-dark swing of the ramps that carry color, and a near-complementary clash rather than a blend. |
| Iron Sky | steel: the least saturated ramp that still has a hue, holding one gray-blue from floor to ceiling — the one that competes least with a foreground. |
| Coral Sea | coral and orange against aqua and cyan, all of it in the upper mids: no dark trough anywhere, so the field reads as a lit surface rather than as depth. |
| Ultraviolet | rose and hot pink swinging into periwinkle and indigo; the whole ramp sits on one arc of the wheel, with no green, gold, or teal in it anywhere. |
| Verdigris | oxidized copper: teal body, slate troughs, a bronze band cutting through, pale olive at the top. |
| Midnight Oil | night: the darkest ramp on average and the lowest ceiling in the set — indigo base, brass mids, pale steel highs that never approach white. |
| Graphite | pure grayscale, near-black to near-white, no hue at all: the one to pick when the field is going out as a matte or a displacement source, or when you'd rather grade the color on top. |
Examples
Flowing marble plate behind a title
A slow, dark, poured-ink background that holds type without competing with it
- Make a full-frame solid at the bottom of the comp and apply Warpfield to it. Leave
Field StyleonMarbleandBlend ModeonGenerate— the solid is now the field. - Set the framing before anything else:
Master Scale= 2.5 so a handful of large bands sweep the frame instead of fine texture, andMaster Speed= 0.15 for motion you only notice if you look for it. A background that reads as moving is a background that steals the read. - Shape it at the bottom of the working band:
Warp 1= 2.5 andWarp 2= 4.5 — enough fold to pour, not enough to braid into visual noise.Ridge Sharpen= 0.9 holds the band edges soft, which is what lets type sit on top cleanly. - Bring the exposure down:
Intensity= 0.3. A title plate should be the quietest thing in the frame, and you still haveMaster Amountfree for a fade-up on the shot. - Color it: set
PalettetoMidnight Oilfor the deep indigo base with brass mids. If it has to land on a brand color instead, switchPalettetoCustom— the entry that leavesHue Shiftlive — and rotateHue Shiftuntil it matches. The structure doesn’t move while you do this, so you can judge color and composition independently. - Compose the frame: nudge
Warp 1andWarp 2a few tenths at a time and the bands re-lay completely. Scrub until the bright veins fall clear of the title’s safe area — scale, exposure, and color all stay where you put them while you do it.
Variations: Ridge Sharpen = 2.5 with Intensity = 0.6 turns the same field into a hard energy surface for an interface or a shield; or switch Blend Mode to Screen and apply it straight onto footage instead of a solid, so the field becomes light riding the plate.
Deep-space nebula plate
A gas cloud with real depth and a star field, built to leave black space for a ship or a title
- Apply Warpfield to a full-frame solid and set
Field StyletoNebula. - Scale and pace:
Master Scale= 2 for cloud structures that read as enormous and distant,Master Speed= 0.08 — gas at that scale should barely move over a shot. - Claim the frame:
Coverage= 0.4 leaves genuine black space for a ship, a planet, or type. Then punch depth back through the gas withVoids= 0.7 — without those channels the dense areas flatten into one wall of haze. - Make it photographic:
Dust= 1.2 cuts dark lanes through the dense regions,Detail= 1 puts filament grain inside the structure, andKnots= 0.8 drops emission cores into the places where the material has already gathered. - Stars:
Stars= 1.2 threads a believable field through the gas. If you’d rather composite your own star layer behind this one, setStars= 0 and output pure gas. - Color:
Nebulacolors itself from its emission wheel, soHue Basesets the center hue andHue Spansets how far the color travels across the cloud.Hue Base= 300 withHue Span= 0.2 is the restrained single-emission read; leaveHue Spanat the default 0.35 and the dense material and the thin material read as two different gases. - Finish:
Intensity= 0.55, then scrubSeeduntil the dense region sits where your composition wants it.
Variations: Coverage = 0.8 with Voids = 0.8 puts the camera inside the cloud instead of looking at it from outside; push Knots = 2.5 and Stars = 3 for a stellar-nursery read; or drop Master Scale = 1.5 and let a single gas structure fill the whole frame as an abstract.
Hidden map layer driving a displacement
A switched-off Warpfield layer feeding a displacement effect on the footage above it, so the shot ripples with flowing procedural structure
- Make a solid the size of the comp, apply Warpfield, and leave
Blend ModeonGenerate. This layer is never going to be seen; it exists to be read by something else. - Check
Field Output. The effect now emits the field itself rather than the finished look — white pixels carrying the field value in alpha, which is what a map input actually wants. (While you shape it,Paletteset toGraphiteandField Outputoff gives you a neutral grayscale render to judge the structure by.) - A driver wants defined structure, not atmosphere:
Master Scale= 6,Warp 1= 5,Warp 2= 6, andRidge Sharpen= 2 so the veins have crisp edges for the map to grab. - Motion:
Master Speed= 1.Field Outputbypasses the color path, so none of the drift that carries a colored plate’s motion is there to help — a driver reads slower than the same field looks, and wants more speed than a background does. If the distortion has to time to a cue instead of drifting, zero the speed and keyframeEvolution. - Wire it up: turn the driver layer’s visibility off in the comp, then point a displacement effect on your hero layer at it as the map source. The same layer doubles as a luma track matte if what you want is a dissolve or a reveal with procedural structure rather than a distortion.
- Tune the read at the end: if the displacement comes out busy and noisy,
Master Complexity= 60; if it comes out too smooth, 140. The scale and pace you set in the earlier steps stay exactly where they are.
Variations: duplicate the driver and give the copy its own Warp 1 and Warp 2 values so the two axes don’t displace in lockstep; or set Ridge Sharpen = 0.6 and Master Scale = 2 for a soft, slow field that reads as heat haze rather than as a pattern.