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Nx Color · User Manual · Version 1.0 Nx LiquidGlass ProReal glass for moving pictures. Every other effect in this category blurs what’s behind it. This one bends it — with the same equation a lens designer would use. REFRACTION · DISPERSION · LIQUID BEHAVIOUR · TRUE 3D CARD Contents What’s insideThe Material Glass That Actually Bends Light
The Panel at a Glance
Quick Start — Four Controls
Building With It Shapes
Liquid Behaviour
The Glass Body
The Card in 3D
Light, Reflection & the Rim
Colour & Dispersion
Motion
Five Looks Before Lunch
Liquid Text & Logos
Getting Started Requirements & Hosts
Installing
Licensing & Activation
Reference The Presets
Render Settings & Output Modes
Diagnostic Views
Control Reference — Every Parameter
Tips & Troubleshooting
The Material Glass That Actually Bends LightNx LiquidGlass Pro puts a piece of glass into your shot — a panel, a lens, a drop, a title — and lets the picture pass through it the way light passes through real glass. Under the hood it builds a thickness field (how much glass sits under every pixel) and traces light through it with Snell’s law. That is why a straight line behind the element kinks at the rim, compresses through the curve and carries on, instead of simply going soft. That one decision is where everything recognisable about the material comes from. The curved edge genuinely converges light, so the rim magnifies and brightens the way a lens does instead of just smearing pixels. The flat interior bends nothing, because flat glass bends nothing. Colour splits at the edge — and only at the edge — because that is the only place the surface bends light at all. Nothing here is painted on. The bright rim, the magnified edge, the colour fringe, the caustic — they are all computed consequences of one thing: the shape of the glass. Inside, light travels the full physical chain: refraction through a derived surface normal, wavelength dispersion from a real Abbe number, Beer–Lambert absorption along the actual light path (so a tinted element is nearly clear at its thin rim and saturated through its thick middle), Fresnel reflection that turns mirror-like at grazing angles, and a GGX specular highlight from a light source you position. And because the material is called liquid glass, the behaviours that make something read as liquid are modelled rather than faked: drops that reach for each other before they touch, surface tension that thickens the neck where two bodies fuse, ripples that bend the light instead of wobbling the outline, and a spring on every entrance. The Panel at a GlanceThe controls are grouped in the order you will usually reach for them. You rarely need more than the first three groups; the rest are there when a shot asks for them.
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Every control is described individually in the Control Reference chapter at the back. Quick Start Ninety Seconds to GlassThe factory defaults are the hero material — a thick, capsule-cornered lens with real edge refraction. Apply the effect and you already have the look. From there: 1Pick a Material Preset. The popup at the top loads a complete material — optics, lighting response, motion behaviour — and leaves your shapes, camera and light direction alone. Switching presets on a finished layout never destroys it.
2Place and size the shape. Shape A’s Center, Width and Height in the Shape group. Turn on Link Width / Height to size it as one control.
3Tune four sliders. They carry almost the whole look — see below.
The four controls that matterDepth The thickness of the glass. Drives the refraction distance, the tint path and the frost blur together — the one slider that makes the material read thicker. Bevel Width How far the curved edge reaches inward. Wide bevel = a broad lens band; narrow = a crisp rim on a flat panel. Refraction Gain A pure multiplier on the computed bend. 1.0 is physically exact for the Depth you set; the factory 1.2 is a slight taste boost. Backdrop Blur The classic frosted-panel softening of whatever is behind the glass. Independent of the physical Frost above it. Sizes are resolution-proof
Every control marked “in pixels” is measured in reference pixels at 1080p and scales with the render resolution — a look built on a proxy survives the switch to full res unchanged.
Requirements & Hosts Where It RunsNx LiquidGlass Pro runs on macOS and Windows, GPU-accelerated through Metal, CUDA, or OpenCL with a multithreaded CPU fallback. It installs as a native effect in: DaVinci ResolveOPENFX
Adobe Premiere Pro & After EffectsWIN · MAC
Final Cut Pro & MotionMAC · FXPLUG
In every host the effect is named Nx LiquidGlass and lives under the Nx Color group. The same controls appear in the same groups everywhere — only the surrounding chrome changes. Installing Adding the EffectRun the installer for your platform, then add the effect inside your host: DaVinci Resolve In the Effects library, find Nx LiquidGlass under OpenFX › Nx Color and drag it onto a clip, onto a node on the Color page, or onto a node tree on the Fusion page. Premiere Pro In the Effects panel, open Video Effects › Nx Color › Nx LiquidGlass and drag it onto a clip. After Effects With a layer selected, apply Effect › Nx Color › Nx LiquidGlass. Final Cut Pro In the Effects browser, find Nx LiquidGlass under Nx Color and drag it onto a clip. Motion In the Library, choose Filters › Nx Color › Nx LiquidGlass and apply it to a layer. Before activation
Until the machine is activated, the effect runs in demo mode — fully functional so you can evaluate it on your own footage, with a watermark on the output. See the next section to remove it.
Licensing & Activation Your LicenseAt a glanceOne purchase = one license key, emailed right after checkout.
A license covers 2 machines (2 seats). Activate on each machine once.
One activation licenses every supported app on that machine — Resolve, Premiere, After Effects, and (on macOS) Final Cut and Motion.
Works offline. After a one-time online activation, Nx LiquidGlass keeps running without an internet connection and checks in quietly on its own whenever you’re connected.
Activating1Buy Nx LiquidGlass Pro — your license key arrives by email within a few minutes. (Check spam if you don’t see it.)
2Install the plug-in, then open any supported host and add the Nx LiquidGlass effect to a clip.
3Scroll to the License group at the bottom of the panel and press License… — paste your key in the dialog and click Activate. The status line reads Activated and the watermark disappears everywhere on that machine.
Moving machines
The same License… button manages an activated seat — deactivate there to free it for a new machine. Ordinary upgrades (RAM, GPU, drives) don’t burn a seat. Lost your key? It’s in your order email, or sign in at nxcolor.com under My Account. Anything off — email [email protected].
Building With It ShapesUp to four shapes, each with its own type, position, size, rotation, tilt and glass colour. Five primitives cover the vocabulary: Capsule Rounded Rectangle, Corner Radius 1.0 — the factory default. Circle Ellipse with Superellipse 2 and Link Width / Height on. Squircle Ellipse with Superellipse 4 — the continuous Apple corner. Diamond Rounded Rectangle rotated 45°. Link Width / Height drives both extents from one Size control — and the lock is applied in pixels, so a linked ellipse is a true circle and a linked polygon is regular on any frame aspect. A Ring reuses Corner Radius as its wall thickness, and Width / Height stay its outer extent. Any other shape at all: set Shape Source to Source Alpha or Source Luma and the incoming image becomes the silhouette — text, logos, and mattes all work, with full bevels, refraction and lighting. See Liquid Text & Logos below for the per-host wiring. Liquid BehaviourCombine decides what multiple shapes are to each other. None keeps every shape an independent pane with its own complete rim — overlaps simply stack. Merge fuses shapes into one liquid body as they come within Merge Distance, exactly the way two drops of water do. Morph cross-fades shape A into shape B (and C into D): animate the Morph slider and one control shape-shifts into another, with a real bevel and real lensing at every in-between. Three behaviours sell the merge as liquid rather than as overlapping outlines: Merge Tension thickens the glass at the neck of a join, so it lenses harder than its surroundings — the cue that reads as fusing. Cohesion makes nearby shapes lean toward each other before they touch, strongest just before contact. Gravity Sag settles the body downhill — the thick part of the lens migrates the way gravity points, which is what stops a blob looking like a floating sphere. With a single shape enabled, all three Combine modes render identically — nothing changes until you ask for it. The Glass BodyTwo numbers define the body: Bevel Width (how far the curved edge reaches inward) and Depth (how tall the glass is). The Surface Profile popup sets the cross-section of that curve — Convex Squircle is the default and the only profile that lands on the flat top with both zero slope and zero curvature; Chamfer and Lip are deliberately harder, faceted looks. The geometry protects itself: a bevel wider than the shape can hold is automatically reduced to fit, a surface can never bulge higher than the curve carrying it, and a bevel wider than the corner radius no longer facets the corners — the corner ridge is rounded off to carry it. Over-drive the sliders on a small shape and you get the most glass that shape can physically hold, never a broken render. Fill Shape (dome) curves the whole surface instead of curving an edge around a flat top. A flat top always has a boundary where the surface stops bending, and the eye reads that boundary as a faint inner outline however smooth it is. A dome has no boundary — it reads as a lens or a drop. This is the one checkbox that turns a UI panel into a water droplet. Physical Scale scales bevel, depth, shadow and blur together so a preset keeps its proportions at any element size — and Scale With Shape Size derives it from the shape itself, so a larger element automatically reads as thicker material. The Card in 3DThe element doesn’t have to be a graphic laid on the frame — it can be an object in front of it. Field of View replaces the flat view with a real per-pixel perspective ray. Tilt X / Y put the card on a plane in 3D: a true trapezoid silhouette, correct foreshortening, refraction traced through glass that is genuinely at an angle. Card Thickness gives the slab a side, so a turned card shows its cut edge — the strongest cue that it is solid — and Bottom Roundness curves the underside from a flat-cut panel into a pebble. Height Above Backdrop floats the glass off the image. The exit ray travels through air before it lands, so the magnification grows and the element gains real parallax — and the drop shadow responds: crisp where the glass nearly touches the plate, soft and light where it lifts away. On a tilted card that varies along the element, one end sharper than the other, exactly as a real shadow does. Face-on with no perspective, the whole 3D layer is bypassed — not approximated — so the common case costs nothing. Per-shape Tilt puts each shape on a card of its own (Combine = None only: merged shapes must share one space to blend in). A deep card under wide FOV shows its back face smaller — that taper is correct perspective; lower the Field of View to straighten the sides. Light, Reflection & the RimOne key light, positioned by Light Angle and Light Elevation, drives the GGX specular highlight, the edge highlight and the press glow together. Highlight Softness runs it from a tight glassy glint to a broad sheen; Highlight Streak stretches it along the outline the way a curved edge does; Fill Light adds a weaker lobe from the opposite side and Rim Wrap carries the light around the silhouette. The bright silhouette is not a painted stroke — it is Fresnel: the surface turning mirror-like at grazing angles, which at the edge of the element it always is. If your edge looks dead, this is the control. What the surface reflects comes from Reflection Source: Backdrop mirrors the shot itself, which keeps the element grounded in the scene; Studio switches to a built-in three-source rig — sky, ground and a key softbox that sits exactly where your Light direction says — so there is always something to reflect even over a flat plate. The Edge & Outline group finishes the rim: a thin bright line on the lit side, an inner shadow on the unlit side, subtle bevel occlusion — the difference between a real bevel and a painted gradient — and an optional crisp outline stroke. And then there is Light Sweep, which might be the single most useful slider in the plugin for footage. Turn it up and the key light pendulums slowly around its set angle — and because the highlight, the bright rim and the studio reflection all read the same light, they all travel together. On a phone this is what the gyroscope does to glass when your hand isn’t quite still; on a screen it is the difference between an element that was rendered and an element that is there. Try 0.3 with the default speed before you decide it’s too much. It probably isn’t. Colour & DispersionDispersion is the chromatic aberration of the glass itself: each wavelength bends by a different amount, so the edge splits colour. The Abbe Number is the real optical constant — low numbers are fiery flint and diamond, high numbers are crown glass and water. The flat interior stays perfectly clean by construction, because flat glass cannot fringe; a glass effect that fringes everywhere is showing you a bug, not a lens. Each shape carries its own Glass Colour, applied as Beer–Lambert absorption over the actual light path: thick parts come out saturated, the thin rim nearly clear, and the tint reads exactly as picked at the Reference Depth. When two tinted shapes merge, their colours mix across the neck weighted exactly as their surfaces blend — colour and geometry can never disagree. White means clear, so a shape opts out of tinting just by staying white. Vibrancy saturates the backdrop before it enters the lens, and the Legibility system keeps content readable through the element over any plate: a bounded, ratio-preserving brightness push that preserves hue where there is hue to preserve and lifts neutrally where there is not. UI materials want it on (the default); physical objects — droplets, gems, lenses — switch it off in their presets, because a diamond that brightens the wall behind itself reads as a compositing error. One detail you get for free, because the physics insists on it: a tinted glass dyes its own shadow. The direct light that reaches the shadowed plate went through the glass on the way down, so the shadow of an amber slab runs warm, and the bright patch a lens throws inside its shadow (Cast Onto Backdrop) is dyed the same way. It is the most recognisable signature of coloured glass in the real world — hold a wine glass over a table in the sun — and it happens automatically the moment a Glass Colour isn’t white. Clear glass keeps its plain shadow, untouched. MotionStart with the entrance, because everyone needs one. Materialize forms the element by ramping how much light it bends — not by fading opacity — so the material stays believable the whole way in. Add Materialize Bounce and a plain pair of keyframes becomes a damped spring: overshoot, settle, arrive. Materialize Sweep forms it progressively across its own width instead, as a wipe of light-bending. Then give the entrance a cast. Entrance Stagger is one slider, and it does what an Apple ad does: animate Materialize 0→1 exactly as before, and with Stagger up, Shape A arrives first while B, C and D each follow one step behind — each scaling in with the same Bounce spring, each a real drop with a real bevel from the first frame. With Combine on Merge the late arrivals grow into the early ones and fuse. The value is the fraction of the ramp separating one arrival from the next; 0.4–0.6 with a little Bounce is the sweet spot, and 0 means everyone walks in together. Ripple is a height wave on the surface: the silhouette stays put and what moves is the refraction, which is what a wave on real glass looks like. Now turn up Caustic Strength while a ripple is running. The wave focuses light exactly the way water in sunlight does, and the surface fills with travelling bright rings — the dancing-pool-floor effect, derived from the same wave, not painted over it. Capillary Dispersion makes short waves outrun long ones so a disturbance fans into a train; animate Ripple Wavefront 0→1 for one tap that runs outward and dies. The supporting cast: Wobble for slow jelly deformation (integer frequencies, so it loops seamlessly), Breathe for a gentle pulse, Shimmer for a highlight lapping the silhouette. Press is a finger on the material — a gel bulge and glow at a keyframeable, trackable point, with Press Flex pulling the whole body toward the touch. Tick Ripple From Press Point and the tap and its ripple share one control. Animation Speed is the master clock for everything on this page — including Light Sweep back in the Lighting group. Set it to 0 and the whole material holds its breath. Recipes Five Looks Before LunchExact numbers, deliberately. Change them once you disagree with them. The lower third Defaults, Shape A stretched wide and dropped to y ≈ 0.16, Light Sweep 0.25. Keyframe Materialize over 20 frames with Bounce 0.4. That’s it. The sweep keeps it alive for as long as it’s on screen. Rain on the lens Water Droplet preset, four small ellipses with Link on, Combine Merge, Gravity Sag 0.35, Wobble on at amount 3. Scatter the centres; let two of them almost touch. Cohesion 0.5 does the almost. The title tap Liquid text (see the workflow page), Enable Ripple, Ripple From Press Point on, Press Point tracked to a finger or just keyframed. Animate Ripple Wavefront 0→1 over 30 frames at the moment of contact. One tap, one ring, done. Sun through a pool Fill Shape on, big ellipse, Ripple amount 10 · frequency 11 · falloff 0.2, Caustic Strength 0.8, Ceiling 3. The rings do the rest. Slow the Ripple Speed to 0.4 if it reads busy at your frame rate. The product cascade Four shapes in a row, Combine None, one Materialize ramp over a second, Entrance Stagger 0.5, Bounce 0.5. Each card pops in on its own beat. Add per-shape Tilt Y (±8°) and Field of View 30 if they should read as objects, not chips. A habit worth stealing: build the look at Draft quality, judge motion at Standard, and only switch to Ultra when you stop scrubbing. Nothing about the look changes — only how clean the blur and the colour split are. Workflow Liquid Text & LogosThe glass needs two things: a silhouette (where the glass is) and a backdrop (what it refracts). Set Shape Source to Source Alpha and those are the input’s alpha and RGB. Every stroke of the text then becomes its own rounded glass body, sized by that stroke’s width, so thin and heavy letters read correctly next to each other and the surface holds still as the title moves. Start from Clear Glass or Frosted Glass (the title recipe in The Presets) and shape the letters with three controls: Depth is the height of the flat face, so strokes thinner than twice it stay fully rounded while wider ones become extruded glass with rounded sides; Fill Shape removes that face so everything stays a tube; and Height Above Backdrop sets how strongly the letters lens what is behind them, which is where most of the look lives. Per host: Resolve — Color page RECOMMENDED Grade the footage clip. In the Media Pool, right-click the title/graphic → Add as Matte to that clip. In the node editor, connect the matte to the node’s blue matte input, and set Shape Source = Source Alpha. Resolve composites the matte into the input’s alpha, so the plugin sees footage RGB + text alpha in one image. Resolve — Fusion page Title/Text+ into the node’s yellow Source input, the video into its green Backdrop input, Shape Source = Source Alpha. Composite over the video with a Merge and set Output = Glass Only (the premultiplied hand-off a Merge expects). Do not use the blue input — that is Fusion’s post-render mask; the plugin never sees the text and you get a flat stencil with no per-letter bevels. After Effects Apply to the text layer, set the Backdrop (AE) layer popup to the video layer, Shape Source = Source Alpha. Keep the text layer comp-sized (pre-compose if needed) for exact registration. The classic single-layer route (Set Matte) also works. Premiere Pro Use Track Matte Key (matte = the text/graphic track) on a duplicate of the backdrop clip, then Nx LiquidGlass after it on the same clip. Final Cut Pro Build the composite inside a compound clip whose alpha carries the text (e.g. Stencil Alpha inside the compound), then apply the effect to the compound. For glass text over transparency — no backdrop to refract — use Output = Glass Only: rim, specular and dispersion still model; there is simply nothing behind the glass to bend. Reference The PresetsA preset is a complete material: it writes every optics, lighting-response and motion control — and deliberately leaves your shapes, camera, light direction and render settings alone, so you can switch materials on a finished layout without losing it. The one exception is labelled: Liquid Blobs (Scene Setup) also arranges three shapes to demonstrate merging. The eleven materials, on the same shot: Any material also works on a title (Shape Source = Source Alpha, see Liquid Text & Logos). Two starting points that read as glass letters rather than as a control panel: begin from Clear Glass or Frosted Glass, switch Adaptive Legibility off, set Backdrop Blur, See-Through Shadow and Inner Shadow to 0, and raise Height Above Backdrop to 50–90 px, because glass letters live on the lensing of what is behind them. The clear look is pictured there. Render Settings & Output ModesInput Transfer tells the effect how the incoming image is encoded — everything inside runs in linear light, and getting this wrong over- or under-saturates the glass. The default, Auto (Match Host), resolves it per host (display sRGB in Resolve and Final Cut; Rec.709 gamma 2.4 in Premiere Pro and After Effects). Override only if your project is set up differently, for example a linearized After Effects project. Quality sets the spectral and blur sample counts — Draft for scrubbing, Ultra for finals. Anti-Aliasing adds edge-band supersampling on top of the always-on analytic coverage; the band is a few percent of the frame, so 2x/4x are cheap. Output: Normal composites the glass over the plate. Matte Only hands the silhouette to a downstream node as greyscale; Matte in Alpha writes it into the alpha channel; Glass Only outputs the element premultiplied over transparent black — the right hand-off for Fusion Merges and external compositing. Diagnostic ViewsThe View Mode popup shows the internal fields the render is built from — useful for understanding a setup, or for sanity-checking a matte source. Leave it on Final Result to render. Ten views in all: Coverage, Distance Field, Surface Normal, Thickness, Displacement, Bevel Band, Caustic Gain, Blur LOD and Specular Only, plus the Final Result. Control Reference Every ParameterGroups are listed in panel order. Sizes marked in pixels are reference pixels at 1080p and scale with the render resolution. The factory defaults reproduce the hero material exactly.
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Tips & Troubleshooting Getting the Most From ItScrub in Draft, render in Ultra. The Quality popup only changes sample counts — the look is the same, just cleaner in the blur and the dispersion band.
Depth stopped responding? On a small shape the bevel legitimately occupies the whole cross-section, and the geometry clamps both sliders to what the shape can hold. Make the shape bigger, or accept that it is full of glass.
A faint inner outline inside a wide bevel is the plateau boundary — the contour where the bevel stops curving. Real glass shows it too. If you don’t want one, turn on Fill Shape (dome): no flat top, no boundary.
Caustic sparks at rounded-rect corners: where the corner arc meets the straight edge, curvature steps and the caustic — a second derivative — reacts. Keep Caustic Ceiling around 2 on rounded rectangles; an Ellipse has no such seam and takes much more.
Glass looks over-saturated or muddy in Premiere / After Effects? Leave Input Transfer on Auto (Match Host) — it resolves the two hosts’ different colour hand-offs correctly. Override it only for a non-default project setup.
Element at the very edge of frame samples mirrored picture past the boundary — plausible, but if the bevel hugs the frame edge, pull the shape in a few pixels for the cleanest rim.
UHD media on a 1080p timeline (Resolve Fusion)? A Fusion timeline-item comp hands the effect the SOURCE resolution, so a UHD clip renders at UHD for a 1080p output — four times the work for nothing you can see. Put a Resize before the node, or work on a proxy, when the timeline is smaller than the media.
A frame that will not finish can be stopped: the render polls the host’s Stop between row bands of the frame. Every render also writes a one-line-per-stage trace to
nx_liquidglass_trace.log in ~/Library/Logs/NxColor/ (macOS) or %LOCALAPPDATA%\NxColor\ (Windows) — attach it to a support report and the last line names the stage that never returned.Deterministic by design: the same frame renders bit-identically at any render order, thread count or revisit — scrubbing, reverse renders and render farms all agree. Nothing in the material is seeded from wall-clock time.
“Activate” does nothing? Make sure the machine can reach
nxcolor.com once. Corporate firewalls or VPNs sometimes block it — try a different network for the one-time activation.Nx Color · nxcolor.com · Questions? [email protected] |