Untitled Design System

Nexus Neural Background Effect is designed for delivering a visual treatment or immersive background effect. Key features include atmospheric visuals, motion depth, and flexible presentation layering. It is suitable for visual-first pages, motion studies, and atmospheric hero treatments.

Primary#C4F042
Secondary#0C0C0C
Tertiary#4EF746
Headline
Aa
Search
Body
Aa
Label
Aa
Label

Color Palette

Typography

display-lgSystem Font · 48px · Medium

Every letter tells a story worth reading, and every typeface gives that story a new voice waiting to be heard.

body-mdSystem Font · 14px · Regular

Every letter tells a story worth reading, and every typeface gives that story a new voice waiting to be heard.

label-mdSystem Font · 12px · Medium

Every letter tells a story worth reading, and every typeface gives that story a new voice waiting to be heard.

Nexus Neural Background Effect is designed for delivering a visual treatment or immersive background effect. Key features include atmospheric visuals, motion depth, and flexible presentation layering. It is suitable for visual-first pages, motion studies, and atmospheric hero treatments.

Components

Buttons

Elevation & Depth

elevated

Do's & Don'ts

Do

Do use the primary palette as the main accent for emphasis and action states.
Do keep spacing aligned to the detected 6px rhythm.
Do reuse the Elevated surface treatment consistently across cards and controls.
Do keep corner radii within the detected 5px, 6px, 9999px family.

Don't

Don't introduce extra accent colors outside the core palette roles unless the page needs a new semantic state.
Don't mix unrelated shadow or blur recipes that break the current depth system.
Don't exceed the detected moderate motion intensity without a deliberate reason.
Layout

Layout follows a flex composition with reusable spacing tokens. Preserve the flex, full bleed structural frame before changing ornament or component styling. Use 6px as the base rhythm and let larger gaps step up from that cadence instead of introducing unrelated spacing values.

Treat the page as a flex / full bleed composition, and keep that framing stable when adding or remixing sections.

Layout type: Flex

Content width: Full Bleed

Base unit: 6px

Scale: 1px, 6px, 8px, 10px, 12px, 16px, 24px, 32px

Section padding: 32px

Card padding: 9px

Gaps: 8px, 12px, 16px, 20px

Shapes

Shapes rely on a tight radius system anchored by 5px and scaled across cards, buttons, and supporting surfaces. Icon geometry should stay compatible with that soft-to-controlled silhouette.

Use the radius family intentionally: larger surfaces can open up, but controls and badges should stay within the same rounded DNA instead of inventing sharper or pill-only exceptions.

Corner radii: 5px, 6px, 9999px

Icon treatment: Linear

Icon sets: Solar

Motion

Motion feels controlled and interface-led across text, layout, and section transitions. Timing clusters around 150ms and 300ms. Easing favors ease and cubic-bezier(0.4. Hover behavior focuses on text and color changes. Scroll choreography uses GSAP ScrollTrigger for section reveals and pacing.

Motion Level: moderate

Durations: 150ms, 300ms, 500ms

Easings: ease, cubic-bezier(0.4, 0, 0.2, 1)

Hover Patterns: text, color

Scroll Patterns: gsap-scrolltrigger

WebGL

Reconstruct the graphics as a inset 3d accent using webgl, renderer, alpha, antialias, dpr clamp, custom shaders. The effect should read as retro-futurist, technical, and meditative: dot-matrix particle field with green on black and sparse spacing. Build it from dot particles + soft depth fade so the effect reads clearly. Animate it as slow breathing pulse. Interaction can react to the pointer, but only as a subtle drift. Preserve dom fallback.

Id: webgl

Label: WebGL

Stack: ThreeJS, WebGL

Insights:

Scene:

Value: Inset 3D accent

Effect:

Value: Dot-matrix particle field

Primitives:

Value: Dot particles + soft depth fade

Motion:

Value: Slow breathing pulse

Interaction:

Value: Pointer-reactive drift

Render:

Value: WebGL, Renderer, alpha, antialias, DPR clamp, custom shaders

Techniques: Dot matrix, Breathing pulse, Pointer parallax, Shader gradients, DOM fallback

Code Evidence:

HTML reference:

Language: html

Snippet:

```html

```

JS reference:

Language: html

Snippet:

```html

```

ThreeJS

Reconstruct the Three.js layer as a inset 3d accent with layered spatial depth that feels retro-futurist, volumetric, and technical. Use alpha, antialias, dpr clamp renderer settings, perspective, ~60deg fov, custom buffer geometry geometry, shadermaterial materials, and ambient + key + rim lighting. Motion should read as timeline-led reveals, with poster frame + dom fallback.

Id: threejs

Label: ThreeJS

Stack: ThreeJS, WebGL

Insights:

Scene:

Value: Inset 3D accent with layered spatial depth

Render:

Value: alpha, antialias, DPR clamp

Camera:

Value: Perspective, ~60deg FOV

Lighting:

Value: ambient + key + rim

Materials:

Value: ShaderMaterial

Geometry:

Value: custom buffer geometry

Motion:

Value: Timeline-led reveals

Techniques: Shader materials, Particle depth, Timeline beats, alpha, antialias, DPR clamp, Poster frame + DOM fallback

Code Evidence:

HTML reference:

Language: html

Snippet:

```html

```

JS reference:

Language: html

Snippet:

```html

```

Download .md

License MIT
Uploaded 1 weeks ago
Version v1
File size 8.2 KB
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Use with MCP

Using designmd mcp, download the design system https://designmd.ai/brunopetrovic/nexural and implement it in my code

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