Lock anchor pointsClick the point on each layer that should stay welded together. Pick the same feature in both — those two pixels then move and scale as one.Move the bar over the artwork and click to set the floor line. The lowest edge of the carousel can never sink below this line — it overrides anchoring, resizing and parallax.
{{ pickUpLabel }}
CAROUSEL FLOOR
{{ upCoord }}
{{ pickChLabel }}
{{ cell.n }}
{{ chCoord }}
Pro edit
Each layer is its own hollow cylinder. Barrel size is the absolute radius — bigger reads as further away and moves less. Barrel amount bends the layer from a flat plane to a full cylinder. Layers 2 and 3 take transparent sources: cut-out PNG, animated APNG or WebP, or WebM/HEVC video with an alpha channel.
{{ historyLabel }}
Each layer's Import… takes an image, APNG, video, or a .zip bundle (images / HTML / JSON manifest at any depth). A multi-layer bundle fills all three layers and the camera at once.
White keyDrops a white background out of this layer. Edge keeps the antialiased pixels around hair semi-transparent instead of cutting a hard outline.Amount{{ row.keyLabel }}Edge{{ row.keySoftLabel }}
The imported Sea Sparkle scene, complete: bioluminescent particle organism with spikes, warm core, bloom, turntable spin, cursor parallax and a click shock. Sits behind the carousel; the split sends a share of its particles to a second pass in front of everything.
A plasma sun between the city and the carousel: boiling surface, crawling filaments, a thin bright rim, a wide halo that lights the scene and a lens streak. Breathes and wanders slowly; leans toward the cursor.
Soft motes drift upward through the scene and scatter away from the cursor. Sits over the city and behind the carousel by default.
LayerLightCount{{ pfxCountLabel }}Slowest{{ pfxSpeedMinLabel }}Fastest{{ pfxSpeedMaxLabel }}Speed sets depth: the fastest particles are drawn largest (nearest), the slowest smallest.Size{{ pfxSizeLabel }}Glow{{ pfxGlowLabel }}Bloom{{ pfxBloomLabel }}Opacity{{ pfxOpacityLabel }}Colour
CursorReach{{ pfxRadiusLabel }}Push{{ pfxRepelLabel }}Chromatic aberrationLens fringing: red pulled toward the edge, blue toward the centre. Clean near the middle of the window, growing toward the corners; larger particles fringe more.Fringe{{ pfxCALabel }}Starts at{{ pfxCAStartLabel }}LifeWander{{ pfxWobbleLabel }}Lifespan{{ pfxFadeLabel }}Spawn
Flashes
A separate pass in front of everything: large glowing snowflakes that pop in and out at random spots. Texture sets how much of the flake shows through the glow.