蜂蜜淋落瞬間Golden Honey Drizzle Pour
24 KB2026-10-19單一 HTML 檔single HTML file
原始 promptOriginal prompt
Build a real-time, photoreal close-up of golden honey being poured in a thick ribbon from a dipper into a clear glass bowl, centered in a vertical frame. Raymarch the honey as a signed distance field: a falling stream with a metaball-style smooth union, a coiling "rope-coil" fold where it lands, and a spreading pool with a gently rippling surface. Shade it with physically based translucency: Beer-Lambert absorption that shifts from bright amber to deep ruby-orange with thickness, Fresnel reflections, sharp specular highlights from a warm low sunset window light, and refraction through both the honey and the curved glass bowl. Add a simple viscous physics simulation (a spring-damped chain of particles driving the ribbon's wobble and coil) plus at least 20,000 GPU particles as tiny suspended air bubbles and glints that drift upward through the honey. Finish with hand-written post-processing: ACES tone mapping, soft bloom on the highlights, subtle depth of field, and warm vignette, keeping colors rich and saturated with no grey tones. The loop should build to a wow moment where the ribbon swings and folds, then a bright drop lifts off the surface and rebounds. Constraints: one self-contained index.html, no external assets (no textures, models or fonts; everything procedural). Use Three.js 0.180.0 core from https://cdnjs.cloudflare.com/ajax/libs/three.js/0.180.0/three.module.min.js via an import map, or raw WebGL2. Fill the whole window, keep the subject centered and fully visible in portrait (9:16), square and landscape, and animate from requestAnimationFrame time. Techniques: raymarching (SDF smooth-union honey stream, coil fold and rippling pool with soft AO); refraction (Refraction and Fresnel reflection through honey and the glass bowl with Beer-Lambert amber absorption); gpu-particles (20k+ GPU bubbles and glints drifting upward inside the honey); postfx (Handwritten bloom, depth of field and ACES tone mapping).
