Face Inset
Shows your live face as a cut-out floating on the screen, in front of a background picture. Ask for up to six copies of your face, each in its own place and size.
Swap your face onto anything, or twist it into something completely new.
Made with this blockInputs
backgroundTexturetextureThe full-screen background image rendered behind every face clone. Supply it through the "Background Image" asset provider. By default the background must not contain a generated face or person, since the user's own face is composited on top of it.
hasFace0booleanShows the first face clone (face0). Each hasFaceN toggle adds one independent copy of the user's live face; this block supports up to 6 clones (face0 to face5). Enable one toggle per requested face, in order starting from hasFace0. On by default, so for a single face inset keep only hasFace0 true.
hasFace1booleanShows a second copy of the user's face (face1). Off by default. Enable clones in order (hasFace0, then hasFace1, and so on) so there are no gaps.
hasFace2booleanShows a third copy of the user's face (face2). Off by default. Enable only after hasFace0 and hasFace1 are on.
hasFace3booleanShows a fourth copy of the user's face (face3). Off by default. Enable only after the lower-indexed faces are on.
hasFace4booleanShows a fifth copy of the user's face (face4). Off by default. Enable only after the lower-indexed faces are on.
hasFace5booleanShows a sixth copy of the user's face (face5). Off by default. Enable only after the lower-indexed faces are on.
face0Positionvec2Screen position of face0's center (vec2). X: positive moves right, negative moves left. Y: positive moves up, negative moves down. [0,0] is the center of the screen. A face is about 3 units wide and 4 units tall, so stepping X by ~3 and Y by ~4 tiles faces edge-to-edge without overlap; keep values roughly within -4 to 4 to keep the face on screen. Default [0,0] places it at the center.
face1Positionvec2Screen position of face1's center (vec2). Same units and axes as face0Position (X: + right / - left, Y: + up / - down, [0,0] = center). Default [-3,0] places it just left of center.
face2Positionvec2Screen position of face2's center (vec2). Same units and axes as face0Position. Default [3,0] places it just right of center.
face3Positionvec2Screen position of face3's center (vec2). Same units and axes as face0Position. Default [-3,-4] places it in the lower-left.
face4Positionvec2Screen position of face4's center (vec2). Same units and axes as face0Position. Default [0,-4] places it in the lower-center.
face5Positionvec2Screen position of face5's center (vec2). Same units and axes as face0Position. Default [3,-4] places it in the lower-right.
face0Scalevec2Size multiplier for face0 (vec2). [1,1] is the normal size. X scales width, Y scales height; values above 1 enlarge the face and below 1 shrink it. Use equal X and Y to resize uniformly (keeping the face's proportions), or different values to stretch it.
face1Scalevec2Size multiplier for face1 (vec2). [1,1] = normal size; X scales width, Y scales height; above 1 enlarges, below 1 shrinks. Keep X and Y equal for uniform resizing.
face2Scalevec2Size multiplier for face2 (vec2). [1,1] = normal size; X scales width, Y scales height; above 1 enlarges, below 1 shrinks. Keep X and Y equal for uniform resizing.
face3Scalevec2Size multiplier for face3 (vec2). [1,1] = normal size; X scales width, Y scales height; above 1 enlarges, below 1 shrinks. Keep X and Y equal for uniform resizing.
face4Scalevec2Size multiplier for face4 (vec2). [1,1] = normal size; X scales width, Y scales height; above 1 enlarges, below 1 shrinks. Keep X and Y equal for uniform resizing.
face5Scalevec2Size multiplier for face5 (vec2). [1,1] = normal size; X scales width, Y scales height; above 1 enlarges, below 1 shrinks. Keep X and Y equal for uniform resizing.
face0RotationintThis is an int of the angle rotation of the first face0. The range an angle between 0 to 360. 0 means do nothing. 90 means turn face towards right. 270 means face towards left. Use this rotation to change to rotate the 2d angle of the face
face1RotationintThis is an int of the angle rotation of the second face1. The range an angle between 0 to 360. 0 means do nothing. 90 means turn face towards right. 270 means face towards left. Use this rotation to change to rotate the 2d angle of the face
face2RotationintThis is an int of the angle rotation of the second face2. The range an angle between 0 to 360. 0 means do nothing. 90 means turn face towards right. 270 means face towards left. Use this rotation to change to rotate the 2d angle of the face
face3RotationintThis is an int of the angle rotation of the second face3. The range an angle between 0 to 360. 0 means do nothing. 90 means turn face towards right. 270 means face towards left. Use this rotation to change to rotate the 2d angle of the face
face4RotationintThis is an int of the angle rotation of the second face4. The range an angle between 0 to 360. 0 means do nothing. 90 means turn face towards right. 270 means face towards left. Use this rotation to change to rotate the 2d angle of the face
face5RotationintThis is an int of the angle rotation of the second face5. The range an angle between 0 to 360. 0 means do nothing. 90 means turn face towards right. 270 means face towards left. Use this rotation to change to rotate the 2d angle of the face
More in Face Swaps & Morphs
- Face DeformationMakes single parts of your face bigger or smaller, and keeps them in place. Ask for puffed cheeks, higher cheekbones, a wider mouth, bigger eyes or a smaller nose.
- Face In ImagePuts your eyes and mouth on a picture of an object, and the object follows your head. Say what the object is, for example a banana, a mug or a cloud.
- Face Morph DetailedStretches and squashes parts of your face to make a funny or lopsided look. Ask for a bigger forehead, a longer chin, uneven eyes or a twisted mouth.
- Head ScaleMakes your head bigger than the rest of your body, for a big head look. Say how big, from a little larger to three times the size.
- Head StreamPours a stream out of your mouth, often when you open it. Say what the stream is made of, and how fast it flows or if it runs backwards.
- HeadmorphReplaces your whole head with a 3D head, so your face is not visible. Say what head you want, for example a shark or a banana.
- Image Face SwapPuts your face onto a face in a photo or video, and shows it full screen. That other face must look realistic, so ask for a photo, not a cartoon.
- Video Face SwapPuts your face onto a person in a video, so you keep your own features and copy their expressions. The video needs a real human face, not a cartoon.
