PHOSPHOR
THE PITCH
Every game jam entry needs one good explosion. Every music visual needs smoke that actually swirls. Every landing page wants a hero made of light. And nobody wants to open Houdini for it.
PHOSPHOR is the instrument version of visual effects. Not a render farm, not a node graph, not a course you have to take. A quarter-million particles, real physics, a post-stack that makes everything expensive-looking — and knobs. You turn them. Light obeys.
Everything is simulated live on your GPU. Nothing is pre-baked, nothing loops, nothing phones home. Press record, and the frames you export are the frames you played.
CAPABILITIES
262,144 PARTICLES
GPU transform feedback. The CPU never touches a particle. 60fps on integrated graphics.
CURL NOISE ∇×N(p)
The divergence-free velocity field behind every convincing smoke since 2007. Computed in-shader.
BLOOM STACK
Threshold → separable Gaussian → composite, plus chromatic aberration, vignette, grain, soft tonemap.
PRESET GLIDE
Effects crossfade through parameter space. Store A/B slots and swing between your own designs.
60FPS WEBM + PNG
One-button recording of exactly what you see. Frames belong to you.
LIVE TELEMETRY
Frame-time trace on-screen, like a real instrument. If it drops a frame, you'll see it drop.
THE CAMPAIGN
START PLAYING.
262,144 DECISIONS.
MAKE THEM WITH KNOBS.
One-liners for the wire:
· Houdini is a cathedral. PHOSPHOR is a match.
· Somewhere between a synthesizer and a bonfire.
· Pre-baked effects are canned laughter. Go live.
· It's not a particle system. It's a particle instrument.
· Light, obedient.