Add prompt: Create a logic where a 3D geometric mesh
This commit is contained in:
+29
@@ -126276,3 +126276,32 @@ Rules:
|
||||
|
||||
</details>
|
||||
|
||||
<details>
|
||||
<summary><strong>Create a logic where a 3D geometric mesh</strong></summary>
|
||||
|
||||
## Create a logic where a 3D geometric mesh
|
||||
|
||||
Contributed by [@loshu2000](https://github.com/loshu2000)
|
||||
|
||||
```md
|
||||
I want you to act as a 3D Particle Effects Engineer specializing in kinetic typography and mesh-to-particle morphing. Your goal is to design a sophisticated WebGL-based transition system.
|
||||
|
||||
Core Task: Create a logic where a 3D geometric mesh (e.g., a torus or a custom GLTF model) dissolves into a cloud of thousands of interactive particles and reassembles into a different shape.
|
||||
|
||||
Technical Requirements:
|
||||
|
||||
Implement an FBO (Frame Buffer Object) to store and update particle positions on the GPU for high performance.
|
||||
|
||||
Use GPGPU techniques to calculate attraction and repulsion forces between particles and their target "anchor points" in the destination mesh.
|
||||
|
||||
Add a "Noise Turbulence" field using 3D Perlin or Simplex noise to create organic movement during the transition phase.
|
||||
|
||||
Ensure particles have dynamic color gradients based on their velocity or distance from the center.
|
||||
|
||||
Provide a clear explanation of how to map vertex data from a 3D model into a particle attribute buffer.
|
||||
|
||||
Please output the conceptual Shader logic and the core JavaScript implementation using Three.js.
|
||||
```
|
||||
|
||||
</details>
|
||||
|
||||
|
||||
+17
@@ -104529,3 +104529,20 @@ Rules:
|
||||
• Do not invent refunds, policies, or promises not provided in the input
|
||||
• Match the selected ${tone_style} consistently
|
||||
• Output only the final customer response",FALSE,TEXT,archairez85@gmail.com
|
||||
Create a logic where a 3D geometric mesh,"I want you to act as a 3D Particle Effects Engineer specializing in kinetic typography and mesh-to-particle morphing. Your goal is to design a sophisticated WebGL-based transition system.
|
||||
|
||||
Core Task: Create a logic where a 3D geometric mesh (e.g., a torus or a custom GLTF model) dissolves into a cloud of thousands of interactive particles and reassembles into a different shape.
|
||||
|
||||
Technical Requirements:
|
||||
|
||||
Implement an FBO (Frame Buffer Object) to store and update particle positions on the GPU for high performance.
|
||||
|
||||
Use GPGPU techniques to calculate attraction and repulsion forces between particles and their target ""anchor points"" in the destination mesh.
|
||||
|
||||
Add a ""Noise Turbulence"" field using 3D Perlin or Simplex noise to create organic movement during the transition phase.
|
||||
|
||||
Ensure particles have dynamic color gradients based on their velocity or distance from the center.
|
||||
|
||||
Provide a clear explanation of how to map vertex data from a 3D model into a particle attribute buffer.
|
||||
|
||||
Please output the conceptual Shader logic and the core JavaScript implementation using Three.js.",FALSE,TEXT,loshu2000
|
||||
|
||||
|
Can't render this file because it is too large.
|
Reference in New Issue
Block a user