A field of warm-white and Problem-red particles streams across a three-wave ground plane, recycling through depth while the pointer lifts a localized current from inside the landscape.
ReadyA field of warm-white and Problem-red particles streams across a three-wave ground plane, recycling through depth while the pointer lifts a localized current from inside the landscape.
- Hero backdrops
- Section transitions
- Ambient product moments
- Three translated wave bands move coherently rather than churning in place
- Perspective projection expands near particles and compresses the horizon
- Depth wrapping happens behind the fog band for a continuous field
- Pointer lift deforms only the nearby current while the camera remains fixed
- Every control maps directly to this component's independent renderer contract
- Full-size and compact previews use the same implementation and behavior
Adaptive sampling, capped DPR and visibility-based suspension keep the renderer predictable. Test density on low-power mobile hardware before increasing it.
Pointer and touch coordinates are container-scoped; offscreen renderers stop work and pixel ratio is capped.
The visual canvas is decorative by default. Pair it with a semantic heading or description, and reduced motion holds a stable rendered frame.
BEHAVIOR
Built to move without taking over.
- Three translated wave bands move coherently rather than churning in place
- Perspective projection expands near particles and compresses the horizon
- Depth wrapping happens behind the fog band for a continuous field
- Pointer lift deforms only the nearby current while the camera remains fixed
- Every control maps directly to this component's independent renderer contract
- Full-size and compact previews use the same implementation and behavior
SOURCE STATUS
Portable implementation included in the verified MIT open-source package.
