Eighteen blocks. Real-time effects on the live IMAG feed.
01
Crimson Haze
Crimson volumetric fog behind the figure.
02
Underworld Light
Virtual relight from below the form.
03
Purgatory Glow
Halo of refracted light through fog.
04
Shadow
Volumetric shadow scaled into smoke.
05
RGB City Match
Channel split synced to city RGB.
06
Window Lattice
City window-grid masked across him.
07
Signal Decay
Tape jitter, RGB offset, scanline grime.
08
Stellar Pulse
Star-field with pulses from his chest.
09
Beam Room
Beat-driven god-rays, chorus collapse.
10
Phoenix Matte
Flame plumes rising at his shoulders.
11
Ember Matte
Warm sprites from below, self-lit.
12
Pixel Fall
Vertical sort of the background.
13
Pyre Column
Tracked flame column following him.
14
Ink City
Manga halftone, inked two-tone print.
15
Contour Scan
Topographic iso-lines over the form.
16
Heat Shimmer
Dry mirage refraction of the city.
17
Halation Mass
Overexposed white-light bloom.
18
Datamosh Bleed
Motion-vector smear corruption.
LOOK 01
Crimson Haze
Volumetric crimson fog behind the performer.
Real-time background removal isolates the performer as a foreground layer. The removed-background area is filled with thick crimson volumetric fog, so the performer reads sharp in foreground while the entire backdrop dissolves behind a wall of haze. Stage smoke regrade-amplifies to cathedral scale. Distant detail bleeds through as silhouetted phantom.
Notch Signal ChainCamera In→BG Remove→Volumetric Fog (crimson, behind) →Crimson Grade→Crush Blacks→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 02
Underworld Light
Virtual relight from a source that is not in the room.
Background removal isolates the performer as a subject layer. A virtual gradient light is applied to that layer only, positioned below and oblique to the form, driving a hard rim on one side while the rest of the figure falls to shadow. The original stage lighting is suppressed in grade. Hard specular hits land on mask and wardrobe. The performer reads lit by something that does not exist on stage.
Notch Signal ChainCamera In→BG Remove→Subject Layer →Gradient Relight (from below)→Suppress Ambient→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 03
Purgatory Glow
A halo of refracted light scattered through fog behind him.
Background removal isolates the performer. A controlled volumetric fog layer drops behind him at depth. A bright back-source bleeds along his head and shoulders, scattering through the fog and forming a soft corona ringing the silhouette. A thin crimson rim traces the boundary between figure and corona. The body becomes its own light source. Use it when the figure is the thing, not the face.
HaloBacklit FogCoronaRimSilhouette
Notch Signal ChainCamera In→BG Remove→Volumetric Fog (behind) →Back-source Light→Rim Diffusion→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 04
Shadow
The shadow becomes the only figure on the wall.
Background removal flattens the figure to a single-tone silhouette. The original camera feed is suppressed entirely. The silhouette is then projected into a volumetric smoke layer, scaled and depth-staged so it reads as a single figure standing in real haze. The IMAG output shows the shadow alone, with volumetric smoke layers in front of and behind it. No second copy of the performer appears. The shadow is the figure.
Silhouette3D SmokeParallaxGiantStage Light
Notch Signal ChainCamera In→BG Remove→Subject Flatten →3D Volumetric Shadow Cast→Parallax Track→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 05
RGB City Match
Subject channels driven by the city's RGB signal.
Background removal isolates the performer. His feed splits into red, green, and blue channels. Each channel's offset and intensity is driven by an external RGB signal sampled from the city video that is firing on the wall. When the city flashes red, his red bleeds. When it flashes green, his green bleeds. The figure becomes part of the city's strobing rather than something lit by it.
RGBChannel SplitCity SyncStrobeEmbedded
Notch Signal ChainCamera In→BG Remove→Channel Split (R/G/B) →External RGB Driver→Per-channel Offset→Recombine→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 06
Window Lattice
City window-grid masked across his body.
Background removal isolates the performer. A grid mask sampled from the city's window-light pattern is multiplied onto him in stride with the city's pulse. Vertical and horizontal bars of light walk across his coat and mask. He reads as if a camera dolly were passing him through the city's lit interior.
LatticeWindow GridMultiplyBar LightStride
Notch Signal ChainCamera In→BG Remove→City Window Mask (driven by master) →Multiply Onto Subject→Edge Bloom→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 07
Signal Decay
A failing broadcast monitor at 3 a.m.
Post-process chain on the camera feed only. Multi-band tape tracking jitter slices the figure into laterally-shifted horizontal bands. RGB channel offset along every edge. CRT scanlines drift through the frame. Halation blooms with chroma bleed around bright sources. Parameter control lets this become the most aggressive register in the library, ratcheted up for heavy impact moments.
VHSTape DamageChroma BleedScanlinesHalation
Notch Signal ChainCamera In→Tape Slip→RGB Offset →CRT Scanlines→Halation→Vignette→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 08
Stellar Pulse
He is the source of the light.
Background removal isolates the figure. A dense field of small white points spawns behind him, depth-jittered and slow-drifting. On a song-driven pulse, a circular wave radiates from the centre of his chest outward through the field, briefly brightening every point it touches before they fall back to baseline. The performer becomes the cause of the light, not its object.
PulseStarfieldRadiateWhiteSource
Notch Signal ChainCamera In→BG Remove→Star-point Field (behind) →Pulse Wave (sidechain)→Field Brightness Modulation→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 09
Beam Room
A chapel of vertical light.
Background removal isolates the performer. Volumetric beams of god-ray light drop from above the camera plane, beat-timed in the intro, collapsing into one massive central beam on the chorus. Beams pass behind, between, and across the subject. The figure reads as a silhouette caught inside a chapel of light.
God RaysBeat-DrivenCollapseCathedralSilhouette
Notch Signal ChainCamera In→BG Remove→Volumetric Beams (multi) →Beat Driver→Chorus Collapse→Internal Haze Scatter→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 10
Phoenix Matte
Two plumes of fire rise from behind his shoulders.
Background removal isolates the performer. Two flame-particle emitters spawn behind his shoulders and rise outward, throwing wide turbulent plumes of fire upward into the frame. The plumes are pure particle physics: hot white-orange cores, deep red tails, curl-noise drift, embers shedding upward. They are NOT shaped as bird-wings, no feathered silhouette, no avian outline. The figure stays silhouetted in foreground, hot rim along his head and shoulders. Two grade modes: white-on-black for ritual moments, full warm for the encore.
PhoenixWingsFlameTwo GradesEncore
Notch Signal ChainCamera In→BG Remove→Flame Emitter (shoulder line) →Curl-noise Lift→Symmetry Mirror→Per-act Grade (white / warm)→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 11
Ember Matte
Lit only by what is left of the fire.
Background removal isolates the performer. Stage ambient is suppressed to crushed black. Warm ember sprites spawn from below frame and drift upward. The figure is lit exclusively by the embers, catching warmth on the underside of the jaw, hands, and lower coat. The rest of the body falls into deep shadow.
Notch Signal ChainCamera In→BG Remove→Suppress Ambient →Ember Sprite Emitter (below)→Subject Self-illumination→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 12
Pixel Fall
The background shatters. Glitch particles rise around him.
Background removal protects the performer. The entire backplate is collapsed under an aggressive vertical pixel sort: dense stacked horizontal slabs of stretched luminance dripping toward the floor, hard discrete edges between slabs, palette restricted to crimson and ember. A second emitter releases small glitchy digital sprites that rise vertically around the figure, RGB-fringed and leaving short stretched trails. The performer is relit hard from one side only, the rest of him in deep shadow, mysterious.
Vertical SortMeltCurtainStays Sharp
Notch Signal ChainCamera In→BG Remove→Background Plate →Vertical Pixel Sort (Y, luma-keyed)→Recomposite Subject Over→Per-act Grade→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 13
Pyre Column
A column of fire stands directly behind him.
Background removal yields the performer's centroid. A tall vertical flame emitter spawns immediately behind him, almost touching his back, rising out of frame with curl-noise lift. The column tracks his centroid across stage, never separating from his back. Embers shed forward past his shoulders. He reads with a hot rim where the flame backlights him, deep dark on the unlit side. Two grade modes: warm (Act II) or cool blue-white (Act III).
Tracking FlameCentroidTwo GradesGuardian
Notch Signal ChainCamera In→BG Remove→Subject Centroid Track →Vertical Flame Emitter (offset behind)→Curl-noise Lift→Per-act Grade→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 14
Ink City
A live manga print of the feed, two-tone with screentone.
The whole frame is treated, not just the figure. Luminance is posterized to two or three flats, the midtones filled with a rotated halftone screentone, and a Sobel edge pass inks every contour black so he reads as drawn lineart over his own flats. A registration slip and toner grain give it photocopied grunge. It stays monochrome by default; the act grade only tints the paper and the ink, so it reads as drawn rather than broken. A clean cousin to Signal Decay.
Notch Signal ChainCamera In→Desaturate→Luma Posterize→Screentone Halftone Sobel Edge Ink→Registration Slip + Grain→Per-act Tint→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 15
Contour Scan
The body and the city redrawn as a topographic relief.
Luminance and colour values from the live feed are quantized into bands and only the boundaries are inked, so the figure and the architecture behind him read as a cartographic relief map or an architectural survey. Nested contour rings follow his face and shoulders and ripple out across the structures. The ground between lines stays near-black or carries a faint act tint. The most blueprint-like block of the set: the man described as terrain.
TopographicIso-LinesSurveyReliefNegative Space
Notch Signal ChainCamera In→Luma + Colour Bands→Iso-band Quantize→Edge-isolate Bands Ink Lines→Act Tint Floor→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 16
Heat Shimmer
Dry mirage refraction warping the city behind him.
The background plate refracts through rising heat-haze noise, the city warping and boiling like air over a fire while the protected figure stays locked. Vertical curl-noise scrolls the distortion upward; intensity can sidechain to the song. It carries no water and no caustics, only dry radiant heat, and fills the heat-distortion lane the room needs as Act II climbs toward the detonation.
MirageRefractionDry HeatRisingSidechain
Notch Signal ChainCamera In→BG Remove→Background Plate→Heat-noise Displace (rising) Edge Halation→Warm Ramp→Recomposite Subject→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 17
Halation Mass
Overexposed bloom, the cleansing white relief.
Every highlight blooms past its latitude into overlapping pools of pure white light that bleed across the figure and dissolve his edges into glow. The light is enveloping, not violent: no disc, no beams, just an all-over swell of luminance that softens his silhouette while the core of his face holds. Warmth is drained to white, bone, and the faintest cyan. This is the tender Act III relief register, the moment that makes the room exhale.
BloomOverexposedWhite ReliefHalationTender
Notch Signal ChainCamera In→Highlight Isolate→Wide Bloom Bleed Edge Dissolve→Cool White Grade→IMAG Out
TREATMENT
SOURCE FRAME
LOOK 18
Datamosh Bleed
Motion-vector smear, the world melts where he moved.
Frame motion is estimated and used to drag a feedback buffer, so the picture smears in the direction of movement the way a datamosh drops its keyframes. His motion pulls his own pixels into stretched macroblock trails while the background melts into drifting blocks of displaced colour. Recognizable at the core, tearing at the edges. A different corruption from Signal Decay: that one is tape sickness, this one is the codec eating itself.
DatamoshMotion VectorsMacroblockBleedCorruption
Notch Signal ChainCamera In→Frame Motion Estimate→Feedback Buffer Drag Macroblock Bleed→Chroma Artifact→VHS Layer→IMAG Out