A low, cinematic Problem-red plume rises through a nearly black field in layered curls, opening around the pointer and resolving pale mineral highlights inside the densest folds.
ReadyA low, cinematic Problem-red plume rises through a nearly black field in layered curls, opening around the pointer and resolving pale mineral highlights inside the densest folds.
- Hero backdrops
- Section transitions
- Ambient product moments
- Seeded curls combine at three vertical scales instead of reading as one flat gradient
- Batched smoke paths receive one controlled blur pass per tonal channel
- Pointer displacement bends nearby curls and closes naturally after leaving
- The shared renderer suspends the plume offscreen and in background tabs
- 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.
- Seeded curls combine at three vertical scales instead of reading as one flat gradient
- Batched smoke paths receive one controlled blur pass per tonal channel
- Pointer displacement bends nearby curls and closes naturally after leaving
- The shared renderer suspends the plume offscreen and in background tabs
- 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.
