Molten Metal for GoHighLevel
A flowing metallic caustic field rendered by a self-contained WebGL shader, with a deterministic SVG fallback for the gallery, builder and visitors without GPU rendering. Aim it at a section, row, column or custom selector and tune every layer of its colour, motion, texture, interaction and performance.
- Controls
- 44
- Variants shown
- 4
- Dependencies
- None
4 ways to run it
Every one of these is the real element with different settings. Press play again to watch any of them from the start.
44 controls, grouped the way you build
- Where it paints4
- The molten flow16
- Texture3
- Pointer interaction5
- How it sits7
- Performance8
- In the builder1
Everything it does
- Three-colour molten, ember and frost modes
- Desktop and mobile scale and detail
- Pointer-reactive distortion with smoothing and axis control
- Grain, glow, core, swirl, fold, brightness and black-point controls
- Target, layer, blend, fade, radius and backdrop controls
- Resolution, device-pixel-ratio, pixel-budget and frame-rate guards
- Deterministic SVG fallback and reduced-motion behavior
How it actually behaves
The canvas remains owned by the widget; the selected GHL container receives only one scoped positioning class.
The SVG still is a fallback rather than an underlay: it steps aside the moment WebGL is ready, so the shader itself is what renders.
No library, CDN, texture or other external request is required.
How to add Molten Metal to a GoHighLevel page
- 01
Open the element panel
In the page builder, click the + button to add a new element.
- 02
Go to Widget Marketplace
In the left menu, select Widget Marketplace.
- 03
Find Animated Elements
Locate the Animated Elements widget by Funnelslayer in the installed apps list.
- 04
Drag and drop it into the page
Drop the widget where you want it. The Web Widget Settings modal opens on the element gallery: "Select an element to start with".
- 05
Select an element and continue
Choose an element (Animated Counter, Typing Animation, and more), then click Continue. Search by name or by what it does, or use the category rail on the left to narrow the list. You can switch elements later without losing your settings.
- 06
Customize it
Use the element's settings to customize everything to match your brand. The live preview updates as you go, with separate desktop and mobile views.
Common questions
- Does the animated background show up as an empty block on my page?
- No. On a published page the widget root has no height and renders nothing for visitors, so only the background itself is visible. Inside the builder it shows a small labelled pill so the element stays selectable.
- Will a canvas background hurt performance?
- It pauses when scrolled past and pauses in background tabs, and it can render a coarser grid on phones. You can also set the re-roll rate to zero for a completely static pattern that still fades and blends.
- Why does it cover the section instead of being placed inside it?
- GoHighLevel owns the section subtree and re-renders it when a foreign node appears, which would break every other animated element in the same section. The canvas therefore ships inside the widget’s own markup and is positioned over the target rather than inserted into it.
Flickering Grid
A grid of squares that flicker behind your section. Drop it anywhere inside the section and it paints the section itself. The widget stays invisible on the live page. Targets a section, row, column or any class you name.
Animated Grid Pattern
Crisp SVG grid lines with seeded cells that softly pulse, relocate and repeat across a section, row, column or custom target. Includes independent mobile density, masks, blending and performance controls.
Background Beams
Beams of light travelling along a fan of curved rails across your section. Drop it anywhere inside the section and it paints the section itself. The widget stays invisible on the live page. Targets a section, row, column or any class you name.
Gradient Waves
A raymarched horizon of rolling gradient waves behind your section. Three colours from the distance to the crest, haze depth, film grain and pointer parallax, with its own mobile field of view and detail.