Parallax usually starts with one image.
You add a bit of depth, it works, and suddenly you want it everywhere else: the hero, the project cover, the CMS list, the video section, another media block.
The hard part is not the movement. It is keeping all those blocks from becoming tiny custom setups: one video loading too early, one blank state, one preview lying, one reduced-motion state forgotten.
Better Parallax is the version I wanted to stop rebuilding. One Framer media block for image and video parallax, made to be dropped in and reused across real pages.
Built for the moment where parallax becomes something you reuse, not something you patch again.
Same setup, more places
Heroes, covers, CMS lists, and video sections can share the same block.
Video waits its turn
Posters show first. Video mounts only when useful, not just because the page loaded.
Preview stays honest
Canvas, static render, and reduced motion stay close to what ships.
The effect stays quiet
No timeline. No player UI. No scene system. Just enough depth to make the media feel less flat.
Questions about setup, product, or licensing: alexandre@mash.supply
Parallax usually starts with one image.
You add a bit of depth, it works, and suddenly you want it everywhere else: the hero, the project cover, the CMS list, the video section, another media block.
The hard part is not the movement. It is keeping all those blocks from becoming tiny custom setups: one video loading too early, one blank state, one preview lying, one reduced-motion state forgotten.
Better Parallax is the version I wanted to stop rebuilding. One Framer media block for image and video parallax, made to be dropped in and reused across real pages.
Built for the moment where parallax becomes something you reuse, not something you patch again.
Same setup, more places
Heroes, covers, CMS lists, and video sections can share the same block.
Video waits its turn
Posters show first. Video mounts only when useful, not just because the page loaded.
Preview stays honest
Canvas, static render, and reduced motion stay close to what ships.
The effect stays quiet
No timeline. No player UI. No scene system. Just enough depth to make the media feel less flat.
Questions about setup, product, or licensing: alexandre@mash.supply