Terminal & code
For anything that has to look like it’s being computed in front of you — the breach in progress, the countdown nobody can stop — even when the answer was decided long before the camera rolled.
What this group is for
This is the language of the late-night render farm and the heist film’s third act — phosphor green on black, glyphs spilling down a column, a screen that seems to be thinking. It carries tension and competence at once: the feeling that a machine somewhere is working faster than you can read, and that the people in the room know exactly what it means.
Reach for it when the story needs a diegetic interface — the hacker’s terminal, the satellite uplink, the boot sequence on a ship that should not be waking up. Title cards and product reveals borrow it too, because nothing says “this was generated, not designed” quite like code resolving into an image.
The effects
Written up in full: code-rain-mask · glyph-assemble — sample frame, parameter table and a downloadable project each.
- code-rain-mask — Lays a full Matrix code mask over the scene, with per-column heads and tails stylising every cell into a green ramp. The signature look in one move — good for full-frame breach sequences and main titles that need to feel computed.
- trace-head — Bright column heads trailing exponential tails, lighter than full
code-rain-mask— the iconic falling-glyph detail without burying the picture. Good for keeping a face readable while the frame still rains. - cascade-columns — An ambient code flow where per-column phase and speed cycle characters with luminance coupling. The calm, always-running version — good for background monitors and idle terminals that should breathe, not shout.
- cipher-veil — A drifting translucent glyph field laid over the scene like fog made of symbols. Good for dream logic, surveillance overlays, and the moment a character starts seeing the system everywhere.
- operator-lock — Keeps a readable safe-area in the centre while the periphery dissolves into Matrix-stylised code outside the focus radius. Good for over-the-shoulder shots where the operator stays clear and the world goes synthetic.
- holo-rim — Traces a cyber rim accent along the edges of the source shape without touching the interior. Good for a subtle augmented-reality outline — a person or object “scanned” but not consumed.
- sentinel-scan — A narrow scanning strip at a chosen angle that boosts green, lifts contrast and ciphers characters inside its band. Good for the diagnostic sweep, the lie-detector pass, the slow reveal that something is being read.
- syntax-corrupt — Replaces zones of the frame with symbol-set characters, like data rotting in place. Good for glitch beats, failing hardware, and the instant a memory refuses to load.
- decode-reveal — A segment-progress transition: a reveal front walks across the frame, turning code back into the source as it passes. Good for the payoff shot where the cipher finally resolves into a face or a location.
- glyph-assemble — A segment-progress transition where the image builds itself out of scattered glyphs that converge into place. Good for openers and reveals that should feel constructed by the machine rather than simply cut to.
- secure-boot — A top-down boot reveal: raw code ahead of the front, a green decode band at the line, clean image left behind. Good for power-on sequences and the cold open of a system coming online.
- side-pillar-code — Restricts the code rain to left and right pillars so the centre stays readable. Good for talking-head framing where the subject holds the middle and the tech lives in the margins.
- signal-lock — Inside the focus area it tightens character density, cleans the colour and drops the noise — clarity earned by attention. Good for “target acquired” moments where the lock itself is the story.
- trace-route — An edge-following bright phase that sends light routes running along the contours of the image. Good for circuit-board aesthetics and the visual of a signal travelling a path.
- matrix-bloom-core — Pushes highlights into a dense white core, mids into syntax characters and shadows into deep green. Good for high-contrast hero shots that should glow like an overdriven CRT.
- neural-grid — Draws a thin coordinate grid only near the periphery with a slow drift. Good for a HUD that frames the action without crowding it — the cockpit, the lab, the watched room.
How to reach for it
You’ll find these in the editor’s effect picker under the Terminal & code group, stackable in any order on a clip. Any effect here can be gated by a mask layer, so the code can rain only where you draw it — a screen within the shot, a silhouette, a single corner of the frame.