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KFM Glassy 1.0

Glass that bends what is behind it.

Glassy turns text, shapes, and masked layers into glass that bends whatever is behind them, with curved edges, color separation, and reflections. It sees the layers below on its own, so there is no background to choose and nothing to precomp.

  • DirectX 12
  • SmartFX
  • MFR
  • 32 bpc float
To be producedTeaser

15–30 s, 1920×1080 and 1080×1920. Send the word “Glassy” across colorful footage, switch between all six styles, and show the glass refracting another layer as it moves through the stack.

Glass with no background setup

No need to pick a background layer or precomp the scene. Glassy sees what is below it, and when you change the layer order, the glass simply follows along.

Adjust the controls

In the preview, the text is the glass and the keyframe trail is the layer underneath it.

Real renders

What it's for

  • 01

    Titles and lettering

    Liquid-glass text over footage, with an edge that bends the image behind it.

  • 02

    Glass-style interfaces

    Cards, buttons, and HUDs in the liquid-glass look used in today’s interfaces.

  • 03

    Lower thirds and title cards

    Bars and cards that let the footage show through, blurred or refracted.

  • 04

    Logos and idents

    A logo in Crystal or Prism, with RGB dispersion and glare.

  • 05

    Transitions

    Glass Shape Layers sweeping across the frame and bending the image.

See what it does

Automatic background

There is no background selector. Glassy reads the composite of the layers below yours and uses it as the image the glass refracts. Move your layer in the stack and the glass refracts different layers, following After Effects’ compositing order. All the controls stay on your layer’s effect.

A helper layer that stays out of your way

Your layer stays itself: its color and alpha become the material surface. Glassy creates a technical helper below it (Adjustment, Shy, Locked), which receives the composite from lower layers and uses your layer as the lens geometry.

Six styles

Material starting points, with every setting still adjustable.

  • Liquid
  • Frosted
  • Crystal
  • Gel
  • Prism
  • Chrome

Real optics

An SDF-derived edge lens with thickness and falloff. Refraction, RGB dispersion, and edge fringe each do a different job: dispersion shifts the R, G, and B samples separately, while fringe adds the contour’s chromatic response. Fresnel and internal reflection complete the material.

Technical outputs

Use Composite or separate passes to layer the glass on top, or send Normals and Displacement to another effect.

  • Composite
  • Glass Only
  • Mask
  • Normals
  • Displacement

Inside Effect Controls

These are the parameter groups as they appear in After Effects. Every control is animatable.

Material
  • Style
  • Refraction
  • Dispersion
  • Edge Fringe
  • Fresnel
Surface
  • Blur Radius
  • Frost
  • Tint / Surface Color
  • Tint Amount
Lighting
  • Highlight
  • Glare Strength
  • Glare Angle
Motion
  • Liquid Flow
Output
  • Output

Styles

To be producedStyles and presets

16:9 thumbnails of all six styles (Liquid, Frosted, Crystal, Gel, Prism, Chrome) over the same background.

Made with

To be producedMade with KFM Glassy

3 artist projects, each with a name, link, and testimonial.

To be producedTestimonial

A short artist quote, name, role, and studio, with a photo or avatar.

To be producedTestimonial

A second testimonial, ideally from a production company (the brand’s other audience).

Learn and get support

To be producedTutorial: Getting started

5 min: apply it to text, choose a style, and adjust refraction and dispersion.

To be producedTutorial: Automatic backdrop

Show how changing the layer order changes what the glass refracts.

To be producedManual

PDF or documentation page covering every Effect Controls group.

To be producedCommunity

Discord or forum link.

To be producedSupport

Support email or help desk, with response time.

Pricing and licensing

To be producedBuy and try

Decide on the fields below. On the finished page, this becomes a purchase card with buttons to buy and download the trial.

Price
To be decided
Trial version
To be decided (duration or watermark)
License
To be decided (number of machines per license)
Upgrade from a previous version
To be decided
Academic and volume pricing
To be decided
Where to buy
To be decided (our own store or aescripts)

Requirements

Version
1.0
Sistema
Windows x64
GPU
DirectX 12
After Effects
To be confirmed
macOS
No
Bit depth
32 bpc float
Multi-Frame Rendering
Yes
Comp camera
N/A
Apply to
Text, Shape Layer, or mask
Minimum VRAM
To be confirmed
Tested GPUs
To be confirmed (NVIDIA, AMD, Intel)
Windows
To be confirmed (10 and 11, x64)

Questions

Does it work on any layer?

Text, a Shape Layer, footage with alpha, or a masked layer: the silhouette comes from the alpha.

Does it work on Mac?

No. Glassy runs on Windows x64 with DirectX 12.