Decide before you build
Compare
13 engines and 78 modes is a lot to read through. Put any two of them next to each other on the same loop, then see what the winner looks like in each of the two editors. Nothing here needs an account, and every choice is a shareable link.
Two engines, one track
Loading the side-by-side player. In the meantime, every engine has its own page with a live preview and full control reference:
The same project in Classic and in Studio
One project — Particles · Dust Storm — opened two ways. Classic gives you the guided control panel; Studio gives you the layer stack and the node graph behind it. Every figure below is read from the control list and the composition document each editor actually opens.
Classic editor
Pick a look, drop a track, export. Every control is a labelled panel input — no graph to wire.
- Controls
- 36
- Keyframable
- 31
- Beat-drivable
- 18
7 control groups
Style4
Primary color, Secondary color, Background, Color mode
Transform1
Opacity
Audio11
Sensitivity, Primary audio source, Audio contribution, Audio dynamics +7 more
Geometry2
Geometry, Geometry scale
Motion5
Direction X, Direction Y, Speed, Drag +1 more
Effects7
Glow, Global glow, Pulse intensity, Beat shake +3 more
Particles6
Emitter, Particle count, Particle size, Lifetime +2 more
Creator Studio
The same engine as one layer in a stack, with every parameter exposed as a graph input you can keyframe, route from audio, or drive from another node.
- Parameters
- 47
- Graph nodes
- 2
- Canvas fps
- 60
- Opens as a engine layer named Particles · Dust Storm, stackable with geometry, media, text, logo, camera and effect layers.
- The fresh document already wires output → engine-input; audio, LFO, envelope, math, remap, merge and feedback nodes drop in from the palette.
- 1920×1080 at 60 fps over 30s by default, with a bundled demo track so the canvas has something to react to before you upload anything.
Both editors read and write the same .novusvis pack, so a project started in Classic opens in Studio and back again. Neither one needs an account — see the Particles engine page for its full control reference.
Still deciding?
The engine pages carry the full control reference and render-load label, the glossary defines every term either editor uses, and Quick Start goes the other way round: tell it what you are making and it picks the engine for you.