Smoke Background

$5

Smoke Background

Atmospheric smoke effect

Details

Category

Last update

Suggest improvement or report a bug

Documentation

What it does

Volumetric smoke drifting across the frame — two smoke colours over a background, with real depth rather than a flat texture.

It's built to sit behind content, and it has more controls for staying out of the way than most backgrounds do.

Where you would use it

Built as a single WebGL shader, it renders crisp at any size and adapts to its container, making it perfect for hero sections, headers, cards, or full-screen backdrops.

Controls

16 controls, 2 of which only appear when they are relevant.

Control

Type

Default

Notes

Smoke

Color

#8a8a8a

—

Smoke 2

Color

#8a8a8a

Set different from Smoke for a two-tone gradient; keep equal for a single color.

Background

Color

#141414

—

Quality

Enum

Low / Medium / High — default high

—

Speed

Number

1

.1–4

Scale

Number

1

.3–3 · Size of the smoke patterns. Lower = larger clouds.

Offset X

Number

.25

-2–2 · Shifts the pattern horizontally.

Direction

Number

0

0–360°

Turbulence

Number

0

0–.8 · Extra swirl and chaos. 0 keeps it calm.

Brightness

Number

1

.4–2

Fade In

Number

.6

0–5s

Pointer Swirl

Boolean

false

—

Swirl

Number

.3

0–1 · conditional

Grain

Number

0

0–.2

Vignette

Boolean

false

—

Vignette Amount

Number

.5

0–1 · conditional

Working through the panel

The smoke

Two smoke colours and a background. Keeping the two smoke colours slightly different is what gives the volume — identical colours flatten it into fog.

Speed is the drift rate and Scale is how large the smoke forms are.

Direction sets which way it travels, and Offset X moves the source across the frame. Turbulence breaks up the flow so it churns rather than sliding — at zero the smoke moves in an even sheet, which reads as a gradient rather than as smoke.

Fitting it to a page

Brightness is the overall level.

Fade In is the time the smoke takes to appear when the page loads, in seconds. It defaults to just over half a second, and it's a detail worth keeping — smoke arriving abruptly at full strength looks like a rendering glitch.

Vignette darkens the corners, with an amount control appearing when you turn it on. And Grain adds texture, which does the usual job of hiding banding across a large dark area.

Quality and pointer

Quality has three settings and it's a genuine trade — volumetric smoke is one of the more expensive things to render. High for a hero, Low for anything decorative or anything going to a phone.

Pointer Swirl is off by default. Turn it on and the cursor stirs the smoke, with a Swirl control for how strongly.

Leaving it off is defensible here. This is a background that works by being ignored, and making it chase the cursor pulls attention it doesn't need.

Performance and limits

  • It stops rendering when it scrolls out of view, so an instance below the fold costs nothing until the visitor reaches it.

  • Static rendering is handled, so canvas thumbnails and exports show a settled frame rather than a blank box.

  • It renders with WebGL at whatever size and pixel density the frame needs — there is no image to download and no resolution to outgrow.

Good to know

No setup or coding required. Responsive across desktop, tablet, and mobile.

Refund policy — due to the nature of digital products, all sales are final. Once purchased, this component is non-refundable. Please make sure it fits your needs before completing the checkout.

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