Effectors make the scene react to the cursor (or a position). One effector can push/pull particles, drive an object’s transform, and modulate a post-FX parameter — all from where the pointer is in 3D.
flowmo has a real-time 3D scene editor you embed on the page. Add it like any element, then open the full-screen editor to build a scene with meshes, models, lights, cameras, materials, particles, and
Save parts of a scene — objects, material layer stacks, shaders, post-FX, or a whole scene — to your workspace and drag them into any 3D element.
Compress GLB meshes and textures for smaller, faster 3D delivery without leaving the graph/editor.
Stack material layers on one mesh — Spline/Unicorn-style. Composite surface layers (gradients, fresnel, glass, rainbow, toon, outline, noise…) with blend modes, opacity, and masks, and add vertex-defo
Duplicate an object across a pattern — a grid, ring, sphere, spiral, or scattered cloud — with per-instance variation.
Build your scene from primitive meshes or imported 3D models, organize them in the outliner, and position them with the gizmo or the transform fields — including height-map displacement.
Almost any 3D property can be animated on the f0 timeline. “Expose” a property to turn it into a sidebar field and a timeline channel, then keyframe or scroll-drive it — including imported model anima
Map a live page element — or inline HTML — onto a 3D surface. It rasterizes to a texture, can animate (CSS/video/GIF), and gets lit and reflected like any mesh.
Add real cameras, choose which one renders, and use cinematic mode to compose and keyframe shots — capture camera poses and let gizmo moves auto-keyframe on the timeline.
Light your scene with ambient/directional/point/spot lights and shadows, and set the global look with an HDRI environment, background, tone-mapping, and exposure.
Every mesh gets a material. Use Physical (PBR) for realistic surfaces, Matcap for stylized sphere-lit looks, Shader for custom GLSL, or HTML to map a DOM element onto the surface — and start from one-
Add a particle system for fire, smoke, sparks, snow, magic, and more. Control the emitter, spawn, life, forces, and rendering — or start from a preset.
Stack post-processing passes over the render — bloom, ambient occlusion, vignette, depth of field, screen-space reflections, and custom GLSL — or apply one of 17 one-click looks.
Instead of an image, you can generate a texture for any map slot procedurally — noise, gradients, patterns, or your own GLSL — optionally animated.