水杯中綻放的墨彩Ink Bloom in a Glass of Water
30 KB2026-10-19單一 HTML 檔single HTML file
原始 promptOriginal prompt
Build a real-time hero shot of a thick crystal tumbler of water, centered and filling a vertical frame, on a polished surface lit by a warm golden-hour window. Raymarch the glass as an SDF with physically based refraction, Fresnel reflections, thickness-based absorption, soft caustics on the table and a faked ambient occlusion. Every second or two, drops of jewel-toned ink (magenta, tangerine, deep teal, saturated violet) fall in. Simulate them with 60,000 or more GPU particles advected by a curl-noise and buoyancy velocity field, with a vortex ring forming at each impact. Render the particles as soft volumetric density with Beer-Lambert absorption and subsurface-style glow so the plumes look like silky ink filaments. Add hand-written bloom, a subtle depth of field, ACES tone mapping and slight chromatic dispersion at the glass edges. Build up to a wow moment where all the colors billow together into a luminous swirl that the refraction magnifies. 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 (The tumbler is an SDF with refracted rays, internal absorption, and caustic-style lighting on the table.); gpu-particles (60k+ ink particles are advected on the GPU by curl noise, buoyancy and vortex rings, and rendered as soft volumetric density.); physics (Fluid-like motion comes from vortex-ring impacts, a buoyancy-driven velocity field and diffusion.); postfx (Hand-written bloom, depth of field and ACES tone mapping.).