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Nexus UI

ProPreview and play it free. Its code and sound come with Pro.

Animated Webhook icon for React.

A hook between connected nodes: a pulse runs from the sender into the hook node, down the hook and out to the receiver, and each node answers with a ring.

Use it forDeveloper console endpoint listAdd an endpointDelivery logWebhook URL field

Plays while the pointer is on the stage. Drag it and let go.

Trigger
Mood
Look
Colour
Stage

What you hear. A whoosh from the sender, a bell as the hook node lights, a falling tone that follows the pulse round the hook, a bubbly pluck and ring at the receiver, and a tiny tick for the barb. Every note lands on a beat of the animation.

Use it

This is how you would use it. The file itself comes with Pro; the snippet follows everything you change on the stage.

TSXpage.tsx
import { WebhookIcon } from "@/components/icons/webhook";
 
export default function Page() {
return (
<WebhookIcon size={104} accent="#ff453a" />
);
}

Spark just sets the accent prop, so the small details of each icon get their own colour.

Where to use the webhook icon

4 real places it fits, each one live. Hover, tap or press a key on a mock-up to see the icon move in context, then copy the file above and drop it in.

  • Developer console endpoint list

    Leads an endpoint that receives events from a service.

  • Add an endpoint

    A pulse runs along the hook on the button that registers a new callback URL.

  • Webhook deliveredorder.created returned 200 in 84 ms.

    Delivery log

    Confirms that an event reached its receiver.

  • Webhook URL field

    Sits at the start of the field where you paste the address that should be called.

More in context on the Made for real interfaces page: a player, a cart, a toolbar, a chat box and a tab bar.

The code

One file. Save it as components/icons/webhook.tsx, run npm i framer-motion, and import WebhookIcon.

The Webhook code is part of Pro

Preview and play it above, with its looks and its sound. Pro unlocks the file to copy for every Pro icon.

See plans

The sound (optional)

A whoosh from the sender, a bell as the hook node lights, a falling tone that follows the pulse round the hook, a bubbly pluck and ring at the receiver, and a tiny tick for the barb. It is written against this icon's own animation: each line below is a note placed on a beat of the picture, and t() stretches it with the speed prop. There are no audio files: it is synthesised in the browser.

  1. Once per project, copy sound-engine.ts and sound-kit.ts from the sound guide into components/icons/.
  2. Save the score below as components/icons/sounds/webhook.ts.
  3. Call playIconScore(webhook) from a click or hover handler:
"use client";
 
import { WebhookIcon } from "@/components/icons/webhook";
import * as webhook from "@/components/icons/sounds/webhook";
import { playIconScore } from "@/components/icons/sound-engine";
 
export function WebhookButton() {
return (
<button
type="button"
onPointerEnter={() => playIconScore(webhook)}
onClick={() => playIconScore(webhook)}
>
<WebhookIcon size={24} />
</button>
);
}

The Webhook sound is part of Pro

Preview and play it above, with its looks and its sound. Pro unlocks the score to play for every Pro icon.

See plans

Props

PropTypeDefaultWhat it does
sizenumber24Width and height in pixels.
strokeWidthnumber2Line thickness, in a drawing that is 24 units wide.
speednumber1Playback speed: 1 is the designed pace, 2 is twice as fast, 0.5 is half.
accentstringcurrentColorColour of the icon's small accent details (a badge, a spark, a trail). Left out, they match the icon.
classNamestring–Set a text colour here: the icon draws in currentColor.
playboolean–true plays, false rests. Left out, it follows the pointer (or loops, for loaders).

Looks (optional)

Wrap an icon, or a whole grid of them, in IconMaterial to give it a finish: neon glow, an aurora spectrum, polished chrome, or one of the liquid looks (Mercury, Liquid and Glass), which are pure SVG with no canvas or WebGL and each make a sound of their own. Save it as components/icons/icon-material.tsx. Spark needs no helper: it is just the accent prop.

"use client";
 
import { useId, type CSSProperties, type ReactNode } from "react";
import { useReducedMotion } from "framer-motion";
 
export type IconMaterialName = "line" | "spark" | "neon" | "aurora" | "chrome" | "mercury" | "liquid" | "glass";
 
/**
* Looks for the icons: wrap one icon, or a whole grid of them, and they all take on the same finish.
*
* line plain strokes in the current colour (the default; nothing is added)
* spark strokes in the current colour, with each icon's small accent details in colour:
* give the icons an `accent`, e.g. <BellIcon accent="#ff3b30" />
* neon a glow around every stroke, in the current colour
* aurora every stroke painted with a blue-to-orange spectrum
* chrome every stroke painted as polished metal (looks best on a dark background)
* mercury liquid metal: the strokes round and thicken into a lit tube, and a reflected room of light and
* dark bands flows slowly along them (best on a dark background)
* liquid the strokes in the current colour as a wet droplet: where they touch they melt together, with a
* glossy highlight, and the whole icon wobbles like jelly while the pointer is over it
* glass clear glass: a translucent body with a bright edge, a fringe of red and blue where the lens bends
* the light, and a sheen that drifts across (best on a dark or colourful background)
*
* It only restyles, so it works with any icon that draws in currentColor and has a 24-unit viewBox. The three
* liquid looks are pure SVG (gradients and filters): no canvas, no WebGL, nothing to load, and they hold still
* for visitors who have reduced motion switched on.
*/
 
const AURORA: [string, string][] = [["0", "#0090f7"], ["0.3", "#6e5bff"], ["0.55", "#ba62fc"], ["0.78", "#f2416b"], ["1", "#f55600"]];
const CHROME: [string, string][] = [["0", "#f4f5fb"], ["0.22", "#9ea3b6"], ["0.38", "#ffffff"], ["0.55", "#6d7183"], ["0.72", "#e8e9f2"], ["0.84", "#ffe3b8"], ["1", "#bfc3d4"]];
// The room mercury reflects, as one stripe of light: bright sky, soft grey, two hard dark bands and a warm window.
// It starts and ends on the same colour so it can repeat and flow without a seam.
const MERCURY: [string, string][] = [
["0", "#f6f7fc"], ["0.12", "#d6d9e8"], ["0.26", "#8e93aa"], ["0.32", "#262833"], ["0.4", "#a4a9bf"], ["0.52", "#ffffff"],
["0.6", "#646a80"], ["0.65", "#1c1e27"], ["0.73", "#cdd1e3"], ["0.85", "#ffe8c0"], ["1", "#f6f7fc"],
];
const GLASS: [string, string, number][] = [["0", "#ffffff", 0.95], ["0.35", "#e6f0ff", 0.55], ["0.7", "#cfe0ff", 0.3], ["1", "#ffffff", 0.7]];
 
export function IconMaterial({
material = "line",
color,
className,
style,
children,
}: {
material?: IconMaterialName;
/** The current colour for everything inside. Left out, it inherits. */
color?: string;
className?: string;
style?: CSSProperties;
children: ReactNode;
}) {
const uid = useId().replace(/[^a-zA-Z0-9_-]/g, "");
const scope = `nx-mat-${uid}`;
const reduce = useReducedMotion();
const flat = material === "aurora" || material === "chrome";
const stops = material === "aurora" ? AURORA : CHROME;
const liquidish = material === "mercury" || material === "liquid" || material === "glass";
 
// An inline <style> (not a class in a stylesheet), so that url(#…) points into this page's own document.
// Filters go on each top-level shape of an icon (not the <svg>), so their units are the icon's own 24-unit grid
// and a look is the same size-for-size at 16px or 160px.
let css = "";
if (material === "neon") {
css = `.${scope} svg{filter:drop-shadow(0 0 1.5px currentColor) drop-shadow(0 0 6px currentColor)}`;
} else if (flat) {
css =
`.${scope} svg *:not([stroke="none"]){stroke:url(#${scope}) !important}` +
`.${scope} svg *[fill]:not([fill="none"]){fill:url(#${scope}) !important}` +
(material === "chrome" ? `.${scope} svg{filter:drop-shadow(0 1px 1px rgba(0,0,0,.35))}` : "");
} else if (liquidish) {
css =
`.${scope} svg *:not([stroke="none"]){stroke:url(#${scope}) !important}` +
`.${scope} svg *[fill]:not([fill="none"]){fill:url(#${scope}) !important}` +
`.${scope} svg>*:not(defs){filter:url(#${scope}-f)}` +
(material === "liquid" && !reduce ? `.${scope} svg:hover>*:not(defs){filter:url(#${scope}-w)}` : "");
}
 
const flow = !reduce && (material === "mercury" || material === "glass");
 
return (
<div className={[scope, className].filter(Boolean).join(" ")} style={{ color, ...style }} data-material={material}>
{css ? <style>{css}</style> : null}
{flat ? (
<svg width="0" height="0" aria-hidden="true" style={{ position: "absolute" }} focusable="false">
<defs>
<linearGradient id={scope} gradientUnits="userSpaceOnUse" x1="3" y1="21" x2="21" y2="3">
{stops.map(([offset, c]) => (
<stop key={offset} offset={offset} stopColor={c} />
))}
</linearGradient>
</defs>
</svg>
) : null}
 
{material === "mercury" ? (
<svg width="0" height="0" aria-hidden="true" style={{ position: "absolute" }} focusable="false">
<defs>
{/* one stripe of reflected room, repeated, so sliding it by one period loops without a seam */}
<linearGradient id={scope} gradientUnits="userSpaceOnUse" x1="0" y1="24" x2="24" y2="0" spreadMethod="repeat">
{MERCURY.map(([offset, c]) => (
<stop key={offset} offset={offset} stopColor={c} />
))}
{flow ? <animateTransform attributeName="gradientTransform" type="translate" from="0 0" to="24 -24" dur="7s" repeatCount="indefinite" /> : null}
</linearGradient>
<filter id={`${scope}-f`} filterUnits="userSpaceOnUse" x="-4" y="-4" width="32" height="32" colorInterpolationFilters="sRGB">
{/* round the strokes off and let touching ones melt together */}
<feGaussianBlur in="SourceAlpha" stdDeviation="0.5" result="soft" />
<feColorMatrix in="soft" type="matrix" values="0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 16 -6" result="shape" />
{/* a smooth height map of that shape, lit from the top left like a tube of metal */}
<feGaussianBlur in="shape" stdDeviation="0.65" result="relief" />
<feSpecularLighting in="relief" surfaceScale="2.6" specularConstant="1.2" specularExponent="28" lightingColor="#ffffff" result="shine">
<fePointLight x="3" y="0" z="13" />
</feSpecularLighting>
<feComposite in="shine" in2="shape" operator="in" result="glint" />
<feComposite in="SourceGraphic" in2="shape" operator="in" result="body" />
<feComposite in="body" in2="glint" operator="arithmetic" k1="0" k2="1" k3="0.9" k4="0" result="lit" />
<feDropShadow in="lit" dx="0" dy="0.5" stdDeviation="0.45" floodColor="#000000" floodOpacity="0.42" />
</filter>
</defs>
</svg>
) : null}
 
{material === "liquid" ? (
<svg width="0" height="0" aria-hidden="true" style={{ position: "absolute" }} focusable="false">
<defs>
<linearGradient id={scope} gradientUnits="userSpaceOnUse" x1="3" y1="3" x2="21" y2="21">
<stop offset="0" stopColor="currentColor" style={{ stopColor: "color-mix(in srgb, currentColor 55%, white)" }} />
<stop offset="0.5" stopColor="currentColor" />
<stop offset="1" stopColor="currentColor" style={{ stopColor: "color-mix(in srgb, currentColor 70%, black)" }} />
</linearGradient>
<filter id={`${scope}-f`} filterUnits="userSpaceOnUse" x="-4" y="-4" width="32" height="32" colorInterpolationFilters="sRGB">
<LiquidCore wobble={false} />
</filter>
<filter id={`${scope}-w`} filterUnits="userSpaceOnUse" x="-4" y="-4" width="32" height="32" colorInterpolationFilters="sRGB">
<LiquidCore wobble />
</filter>
</defs>
</svg>
) : null}
 
{material === "glass" ? (
<svg width="0" height="0" aria-hidden="true" style={{ position: "absolute" }} focusable="false">
<defs>
<linearGradient id={scope} gradientUnits="userSpaceOnUse" x1="0" y1="24" x2="24" y2="0" spreadMethod="repeat">
{GLASS.map(([offset, c, o]) => (
<stop key={offset} offset={offset} stopColor={c} stopOpacity={o} />
))}
{flow ? <animateTransform attributeName="gradientTransform" type="translate" from="0 0" to="24 -24" dur="9s" repeatCount="indefinite" /> : null}
</linearGradient>
<filter id={`${scope}-f`} filterUnits="userSpaceOnUse" x="-4" y="-4" width="32" height="32" colorInterpolationFilters="sRGB">
{/* a bright rim where the glass catches the light */}
<feGaussianBlur in="SourceAlpha" stdDeviation="0.3" result="soft" />
<feSpecularLighting in="soft" surfaceScale="2" specularConstant="1" specularExponent="13" lightingColor="#ffffff" result="rim">
<fePointLight x="2" y="0" z="9" />
</feSpecularLighting>
<feComposite in="rim" in2="SourceAlpha" operator="in" result="edge" />
{/* the lens bends red and blue light apart: a fringe on each side of every stroke */}
<feColorMatrix in="SourceGraphic" type="matrix" values="1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0" result="red" />
<feOffset in="red" dx="-0.32" dy="0" result="redShift" />
<feColorMatrix in="SourceGraphic" type="matrix" values="0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 1 0" result="green" />
<feColorMatrix in="SourceGraphic" type="matrix" values="0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 1 0" result="blue" />
<feOffset in="blue" dx="0.32" dy="0" result="blueShift" />
<feBlend in="redShift" in2="green" mode="screen" result="rg" />
<feBlend in="rg" in2="blueShift" mode="screen" result="split" />
<feComposite in="edge" in2="split" operator="arithmetic" k1="0" k2="0.9" k3="1" k4="0" result="glass" />
<feDropShadow in="glass" dx="0" dy="0.6" stdDeviation="0.55" floodColor="#0a1030" floodOpacity="0.5" />
</filter>
</defs>
</svg>
) : null}
 
{children}
</div>
);
}
 
/** The shared part of the liquid filter: melt, light, and (on hover) a slow jelly wobble. */
function LiquidCore({ wobble }: { wobble: boolean }) {
return (
<>
{wobble ? (
<>
<feTurbulence type="fractalNoise" baseFrequency="0.05 0.07" numOctaves="1" seed="3" result="noise">
<animate attributeName="baseFrequency" values="0.05 0.07;0.08 0.05;0.05 0.07" dur="2.6s" repeatCount="indefinite" />
</feTurbulence>
<feDisplacementMap in="SourceGraphic" in2="noise" scale="1.1" xChannelSelector="R" yChannelSelector="G" result="wobbled" />
</>
) : null}
<feGaussianBlur in={wobble ? "wobbled" : "SourceGraphic"} stdDeviation="0.7" result="soft" />
<feColorMatrix in="soft" type="matrix" values="1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 22 -9" result="melted" />
<feGaussianBlur in="melted" stdDeviation="0.7" result="relief" />
<feSpecularLighting in="relief" surfaceScale="3" specularConstant="1.3" specularExponent="18" lightingColor="#ffffff" result="wet">
<fePointLight x="4" y="0" z="10" />
</feSpecularLighting>
<feComposite in="wet" in2="melted" operator="in" result="gloss" />
<feComposite in="melted" in2="gloss" operator="arithmetic" k1="0" k2="1" k3="0.95" k4="0" result="lit" />
<feDropShadow in="lit" dx="0" dy="0.55" stdDeviation="0.5" floodColor="currentColor" floodOpacity="0.45" />
</>
);
}
 

Questions about the webhook icon

How do I use the webhook icon in React?

Copy webhook.tsx into your project, install framer-motion, and import WebhookIcon. Render it like any component: <WebhookIcon size={32} />.

Where can I use the webhook icon?

developer console endpoint list, add an endpoint, delivery log, webhook url field. Each one is shown live on this page.

Is the webhook icon free?

You can preview and play the webhook icon, with its looks and its sound, for free. Its code and sound file are part of Nexus UI Pro, which unlocks all 225 Pro icons. 75 other icons are free to copy.

Does it need a library?

Only Framer Motion, which draws the animation. The icon itself is one file of plain SVG and React, with no other dependencies.

Can I change the size and colour?

Yes. Set size (in pixels) and strokeWidth as props. The icon draws in currentColor, so a text colour class on it, or on a parent, changes its colour.

Does the webhook icon make a sound?

Yes, optionally: A whoosh from the sender, a bell as the hook node lights, a falling tone that follows the pulse round the hook, a bubbly pluck and ring at the receiver, and a tiny tick for the barb. The sound is scored against the icon's own animation, so every note lands on a beat of the picture, and it follows the speed prop. It plays only if you call it, and it follows the visitor's sound setting.

What happens with reduced motion?

When the visitor has reduced motion switched on in their system, the icon does not animate. It stays in its resting pose.