Add prompt: Create a high-fidelity "Embers and Ash" environmental effect for a dark-fantasy 3D landing page.

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loshu2000
2026-05-14 04:23:04 +00:00
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<summary><strong>Create a high-fidelity "Embers and Ash" environmental effect for a dark-fantasy 3D landing page.</strong></summary>
## Create a high-fidelity "Embers and Ash" environmental effect for a dark-fantasy 3D landing page.
Contributed by [@loshu2000](https://github.com/loshu2000)
```md
I want you to act as a Technical Artist specializing in atmospheric 3D effects such as volumetric fog, falling embers, and localized weather systems.
Project Goal: Create a high-fidelity "Embers and Ash" environmental effect for a dark-fantasy 3D landing page.
Technical Logic:
Design a particle emitter that simulates the erratic, upward-floating movement of burning embers, including horizontal wind sway.
Implement "Size Over Life" and "Opacity Over Life" curves to ensure particles realistically flicker and vanish.
Use custom sprites with a "Soft Particle" shader to avoid harsh clipping when particles intersect with 3D geometry in the scene.
Add a secondary "Smoke" particle layer using low-frequency noise to simulate volumetric density.
Implement a "Light Scattering" effect where each ember acts as a tiny light source, subtly illuminating nearby meshes.
```
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@@ -104580,3 +104580,18 @@ Enable real-time parameter tweaking for the fractal's ""Iteration"" and ""Power"
Suggest a color-mapping strategy based on the recursive depth of each particle to emphasize the fractal’s complexity.
Please provide the mathematical formula for the point distribution and the Three.js setup for the PointsMaterial and Depth effect.",FALSE,TEXT,loshu2000
"Create a high-fidelity ""Embers and Ash"" environmental effect for a dark-fantasy 3D landing page.","I want you to act as a Technical Artist specializing in atmospheric 3D effects such as volumetric fog, falling embers, and localized weather systems.
Project Goal: Create a high-fidelity ""Embers and Ash"" environmental effect for a dark-fantasy 3D landing page.
Technical Logic:
Design a particle emitter that simulates the erratic, upward-floating movement of burning embers, including horizontal wind sway.
Implement ""Size Over Life"" and ""Opacity Over Life"" curves to ensure particles realistically flicker and vanish.
Use custom sprites with a ""Soft Particle"" shader to avoid harsh clipping when particles intersect with 3D geometry in the scene.
Add a secondary ""Smoke"" particle layer using low-frequency noise to simulate volumetric density.
Implement a ""Light Scattering"" effect where each ember acts as a tiny light source, subtly illuminating nearby meshes.",FALSE,TEXT,loshu2000
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