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  • 6.63 Million Google Clicks! 💸

    6.63 Million Google Clicks! 💸


    Yesterday Online PNG Tools smashed through 6.62M Google clicks and today it’s smashed through 6.63M Google clicks! That’s 10,000 new clicks in a single day – the smash train keeps on rollin’!

    What Are Online PNG Tools?

    Online PNG Tools offers a collection of easy-to-use web apps that help you work with PNG images right in your browser. It’s like a Swiss Army Knife for anything PNG-related. On this site, you can create transparent PNGs, edit icons, clean up logos, crop stamps, change colors of signatures, and customize stickers – there’s a tool for it all. The best part is that you don’t need to install anything or be a graphic designer. All tools are made for regular people who just want to get stuff done with their images. No sign-ups, no downloads – just quick and easy PNG editing tools.

    Who Created Online PNG Tools?

    Online PNG Tools were created by me and my team at Browserling. We’ve build simple, browser-based tools that anyone can use without needing to download or install anything. Along with PNG tools, we also work on cross-browser testing to help developers make sure their websites work great on all web browsers. Our mission is to make online tools that are fast, easy to use, and that are helpful for everyday tasks like editing icons, logos, and signatures.

    Who Uses Online PNG Tools?

    Online PNG Tools and Browserling are used by everyone – from casual users to professionals and even Fortune 100 companies. Casual users often use them to make memes, edit profile pictures, or remove backgrounds. Professionals use them to clean up logos, design icons, or prepare images for websites and apps.

    Smash too and see you tomorrow at 6.64M clicks! 📈

    PS. Use coupon code SMASHLING for a 30% discount on these tools at onlinePNGtools.com/pricing. 💸



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  • 6.64 Million Google Clicks! 💸

    6.64 Million Google Clicks! 💸


    Yesterday Online PNG Tools smashed through 6.63M Google clicks and today it’s smashed through 6.64M Google clicks! That’s 10,000 new clicks in a single day – the smash train keeps on rollin’!

    What Are Online PNG Tools?

    Online PNG Tools offers a collection of easy-to-use web apps that help you work with PNG images right in your browser. It’s like a Swiss Army Knife for anything PNG-related. On this site, you can create transparent PNGs, edit icons, clean up logos, crop stamps, change colors of signatures, and customize stickers – there’s a tool for it all. The best part is that you don’t need to install anything or be a graphic designer. All tools are made for regular people who just want to get stuff done with their images. No sign-ups, no downloads – just quick and easy PNG editing tools.

    Who Created Online PNG Tools?

    Online PNG Tools were created by me and my team at Browserling. We’ve build simple, browser-based tools that anyone can use without needing to download or install anything. Along with PNG tools, we also work on cross-browser testing to help developers make sure their websites work great on all web browsers. Our mission is to make online tools that are fast, easy to use, and that are helpful for everyday tasks like editing icons, logos, and signatures.

    Who Uses Online PNG Tools?

    Online PNG Tools and Browserling are used by everyone – from casual users to professionals and even Fortune 100 companies. Casual users often use them to make memes, edit profile pictures, or remove backgrounds. Professionals use them to clean up logos, design icons, or prepare images for websites and apps.

    Smash too and see you tomorrow at 6.65M clicks! 📈

    PS. Use coupon code SMASHLING for a 30% discount on these tools at onlinePNGtools.com/pricing. 💸



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  • Announcing Wget Cookbook!

    Announcing Wget Cookbook!


    I and my team at Browserling just created the Wget Cookbook. It contains over a dozen organic, nutritious, and completely irresistible recipes for quickly getting the everyday wget tasks done.



    Here are all the recipes in the Wget Cookbook:

    I’ll be adding more recipes to Wget’s Cookbook and will also create several more cookbooks for other technologies that I often use, such as dtrace, netcat, dig, iptables, lsof, sed, and awk.

    See you all then!



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  • 6.65 Million Google Clicks! 💸

    6.65 Million Google Clicks! 💸


    Yesterday Online PNG Tools smashed through 6.64M Google clicks and today it’s smashed through 6.65M Google clicks! That’s 10,000 new clicks in a single day – the smash train keeps on rollin’!

    What Are Online PNG Tools?

    Online PNG Tools offers a collection of easy-to-use web apps that help you work with PNG images right in your browser. It’s like a Swiss Army Knife for anything PNG-related. On this site, you can create transparent PNGs, edit icons, clean up logos, crop stamps, change colors of signatures, and customize stickers – there’s a tool for it all. The best part is that you don’t need to install anything or be a graphic designer. All tools are made for regular people who just want to get stuff done with their images. No sign-ups, no downloads – just quick and easy PNG editing tools.

    Who Created Online PNG Tools?

    Online PNG Tools were created by me and my team at Browserling. We’ve build simple, browser-based tools that anyone can use without needing to download or install anything. Along with PNG tools, we also work on cross-browser testing to help developers make sure their websites work great on all web browsers. Our mission is to make online tools that are fast, easy to use, and that are helpful for everyday tasks like editing icons, logos, and signatures.

    Who Uses Online PNG Tools?

    Online PNG Tools and Browserling are used by everyone – from casual users to professionals and even Fortune 100 companies. Casual users often use them to make memes, edit profile pictures, or remove backgrounds. Professionals use them to clean up logos, design icons, or prepare images for websites and apps.

    Smash too and see you tomorrow at 6.66M clicks! 📈

    PS. Use coupon code SMASHLING for a 30% discount on these tools at onlinePNGtools.com/pricing. 💸



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  • From Static to Dynamic: 3 Micro-Animations Every Web Developer Can Master with Rive

    From Static to Dynamic: 3 Micro-Animations Every Web Developer Can Master with Rive


    Interactive web animations have become essential for modern websites, but choosing the right implementation approach can be challenging. CSS, Video and JavaScript are the familiar methods and each certainly has its place in a developer’s toolkit. When you need your site to have unique custom interactions (while remaining light and performant, of course), that’s where Rive shines.

    Rive animations, whether vector or raster, look crisp at any size, are lightweight (often smaller than equivalent Lottie files), and can respond to user interactions and real-time data through a straightforward JavaScript API.

    This tutorial will walk you through Rive’s workflow and implementation process using three practical examples. We’ll build them step-by-step using a fictional smart plant care company called “TapRoot” as our case study, so you can see exactly how Rive fits into a real development process and decide if it’s right for your next project.

    There are countless ways to use Rive, but we’ll focus on these three patterns:

    1. Animated Hero Images create an immediate emotional connection and brand personality
    2. Interactive CTAs increase conversion rates by providing clear, satisfying feedback
    3. Flexible Layouts combine elements into an experience that works at any size

    Each pattern builds on the previous one, teaching you progressively more sophisticated Rive techniques while solving real-world UX challenges.

    Pattern 1: The Living Hero Image

    The Static Starting Point

    A static hero section for TapRoot could feature a photo of their smart plant pot with overlay text. It show’s the product, but we can do better.

    Creating the Rive Animation

    Let’s create an animated version that transforms this simple scene into a revealing experience that literally shows what makes TapRoot “smarter than it looks.” The animation features:

    • Gently swaying leaves: Constant, subtle motion brings a sense of life to the page.
    • Interior-reveal effect: Hovering over the pot reveals the hidden root system and embedded sensors
    • Product Feature Callouts: Key features are highlighted with interactive callouts

    Although Rive is vector-based, you can also import JPG, PNG, and PSD files. With an embedded image, a mesh can be constructed and a series of bones can be bound to it. Animating the bones gives the subtle motion of the leaves moving. We’ll loop it at a slow speed so the motion is noticeable, but not distracting.

    Adding Interactivity

    Next we’ll add a hover animation that reveals the inside of the pot. By clipping the image of the front of the pot to a rectangle, we can resize the shape to reveal the layers underneath. Using a joystick allows us to have an animation follow the cursor when it’s in within the hit area of the pot and snap back to normal when the cursor leaves the area.

    Feature Callouts

    With a nested artboard, it is easy to build a single layout to create multiple versions of an element. In this case, a feature callout has an updated icon, title, and short description for three separate features.

    The Result

    What was once a simple product photo is now an interactive revelation of TapRoot’s hidden intelligence. The animation embodies the brand message—”smarter than it looks”—by literally revealing the sophisticated technology beneath a beautifully minimal exterior.

    Pattern 2: The Conversion-Boosting Interactive CTA

    Beyond the Basic Button

    Most CTAs are afterthoughts—a colored rectangle with text. But your CTA is often the most important element on your page. Let’s make it irresistible.

    The Static Starting Point

    <button class="cta-button">Get yours today</button>
    .cta-button {
      background: #4CAF50;
      color: white;
      padding: 16px 32px;
      border: none;
      border-radius: 8px;
      font-size: 18px;
      cursor: pointer;
      transition: background-color 0.3s;
    }
    
    .cta-button:hover {
      background: #45a049;
    }

    Looks like this:

    Get’s the job done, but we can do better.

    The Rive Animation Design

    Our smart CTA tells a story in three states:

    1. Idle State: Clean, minimal button with an occasional “shine” animation
    2. Hover State: Fingerprint icon begins to follow the cursor
    3. Click State: An animated “tap” of the button

    Pattern 3: Flexible Layout

    Next we can combine the elements into a responsive animated layout that works on any device size. Rive’s layout features familiar row and column arrangements and lets you determine how your animated elements fit within areas as they resize.

    Check this out on the Rive Marketplace to dive into the file or remix it: https://rive.app/community/files/21264-39951-taproot-layout/

    Beyond These Three Patterns

    Once you’re comfortable with hero images, interactive CTAs, and flexible layouts, you can apply the same Rive principles to:

    • Loading states that tell stories while users wait
    • Form validation that guides users with gentle visual feedback
    • Data visualizations that reveal insights through motion
    • Onboarding flows that teach through interaction
    • Error states that maintain user confidence through friendly animation

    Your Next Steps

    1. Start Simple: Choose one existing static element on your site
    2. Design with Purpose: Every animation should solve a real user problem
    3. Test and Iterate: Measure performance and user satisfaction
    4. Explore Further: Check out the Rive Documentation and Community for inspiration

    Conclusion

    The web is becoming more interactive and alive. By understanding how to implement Rive animations—from X-ray reveals to root network interactions—you’re adding tools that create experiences users remember and share.

    The difference between a good website and a great one often comes down to these subtle details: the satisfying feedback of a button click, the smooth transition between themes, the curiosity sparked by hidden technology. These micro-interactions connect with users on an emotional level while providing genuine functional value.



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  • Happy July Sale! 🎁

    Happy July Sale! 🎁


    At Browserling and Online Tools we love sales.

    We just created a new automated sale called Happy July Sale.

    Now each July on the first day we show a 50% discount offer to all users who visit our site. BOOM SHAKA LAKA!

    Buy a Subscription Now!

    What Is Browserling?

    Browserling is an online service that lets you test how other websites look and work in different web browsers, like Chrome, Firefox, or Safari, without needing to install them. It runs real browsers on real machines and streams them to your screen, kind of like remote desktop but focused on browsers. This helps web developers and regular users check for bugs, suspicious links, and weird stuff that happens in certain browsers. You just go to Browserling, pick a browser and version, and then enter the site you want to test. It’s quick, easy, and works from your browser with no downloads or installs.

    What Are Online Tools?

    Online Tools is an online service that offers free, browser-based productivity tools for everyday tasks like editing text, converting files, editing images, working with code, and way more. It’s an all-in-one Digital Swiss Army Knife with 1500+ utilities, so you can find the exact tool you need without installing anything. Just open the site, use what you need, and get things done fast.

    Who Uses Browserling and Online Tools?

    Browserling and Online Tools are used by millions of regular internet users, developers, designers, students, and even Fortune 100 companies. Browserling is handy for testing websites in different browsers without having to install them. Online Tools are used for simple tasks like resizing or converting images, or even fixing small file problems quickly without downloading any apps.

    Buy a subscription now and see you next time!



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  • Uber Freight is now a Browserling customer!

    Uber Freight is now a Browserling customer!


    Success! Uber Freight, a leader in freight logistics, is now a Browserling customer!

    It’s another small step for a ling but one giant leap for ling kind.

    What Is Browserling?

    Browserling is a cross-browser testing service that lets users test websites and web applications in different browsers to ensure they work correctly. It also works as a browser sandbox, allowing users to safely check suspicious links and web pages without affecting their own devices. Developers, testers, and regular users can use it to see how websites look and behave across different browsers. IT security professionals find it useful for safely analyzing links and identifying potential vulnerabilities in a secure environment.

    Who Uses Browserling?

    Browserling has now become the cross-browser testing service of choice and it’s used by hundreds of thousands of users around the world every month. Browserling’s customers include governments, states, cities, banks, stock exchanges, universities, newspapers, and Fortune 100 companies.

    See you next time!



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  • Invisible Forces: The Making of Phantom.land’s Interactive Grid and 3D Face Particle System

    Invisible Forces: The Making of Phantom.land’s Interactive Grid and 3D Face Particle System


    From the outset, we knew we wanted something that subverted any conventional agency website formulas. Instead,
    inspired by the unseen energy that drives creativity, connection and transformation, we arrived at the idea of
    invisible forces
    . Could we take the powerful yet intangible elements that shape our world—motion, emotion, intuition, and
    inspiration—and manifest them in a digital space?

    We were excited about creating something that included many custom interactions and a very experiential feel. However,
    our concern was picking a set of tools that would allow most of our developers to contribute to and maintain the site
    after launch.

    We chose to start from a Next / React base, as we often do at Phantom. React also has the advantage of being
    compatible with the excellent React Three Fiber library, which we used to seamlessly bridge the gap between our DOM
    components and the WebGL contexts used across the site. For styles, we are using our very own
    CSS components
    as well as SASS.

    For interactive behaviours and animation, we chose to use GSAP for two main reasons. Firstly, it contains a lot of
    plugins we know and love, such as SplitText, CustomEase and ScrollTrigger. Secondly, GSAP allows us to use a single
    animation framework across DOM and WebGL components.

    We could go on and on talking about the details behind every single animation and micro-interaction on the site, but
    for this piece we have chosen to focus our attention on two of the most unique components of our site: the homepage
    grid and the scrollable employee face particle carousel.

    The Homepage Grid

    It took us a very long time to get this view to perform and feel just how we wanted it to. In this article, we will focus on the interactive part. For more info on how we made things performant, head to our previous article: Welcome back to Phantomland

    Grid View

    The project’s grid view is integrated into the homepage by incorporating a primitive Three.js object into a React
    Three Fiber scene.

    //GridView.tsx
    const GridView = () => {
      return (
        <Canvas>
          ...
          <ProjectsGrid />
          <Postprocessing />
        </Canvas>
      );
    }
    
    //ProjectsGrid.tsx
    const ProjectsGrid = ({atlases, tiles}: Props) => {
      const {canvas, camera} = useThree();
      
      const grid = useMemo(() => {
        return new Grid(canvas, camera, atlases, tiles);
      }, [canvas, camera, atlases, tiles]);
    
      if(!grid) return null;
      return (
        <primitive object={grid} />
      );
    }

    We initially wanted to write all the code for the grid using React Three Fiber but realised that, due to the
    complexity of our grid component, a vanilla
    Three.js
    class would be easier to maintain.

    One of the key elements that gives our grid its iconic feel is our post-processing distortion effect. We implemented
    this feature by creating a custom shader pass within our post-processing pipeline:

    // Postprocessing.tsx
    const Postprocessing = () => {
      const {gl, scene, camera} = useThree();
      
      // Create Effect composer
      const {effectComposer, distortionShader} = useMemo(() => {
        const renderPass = new RenderPass(scene, camera);
        const distortionShader = new DistortionShader();
        const distortionPass = new ShaderPass(distortionShader);
        const outputPass = new OutputPass();
    
        const effectComposer = new EffectComposer(gl);
        effectComposer.addPass(renderPass);
        effectComposer.addPass(distortionPass);
        effectComposer.addPass(outputPass);
    
        return {effectComposer, distortionShader};
      }, []);
      
      // Update distortion intensity
      useEffect(() => {
        if (workgridState === WorkgridState.INTRO) {
          distortionShader.setDistortion(CONFIG.distortion.flat);
        } else {
          distortionShader.setDistortion(CONFIG.distortion.curved);
        }
      }, [workgridState, distortionShader]);
      
      // Update distortion intensity
      useFrame(() => {
        effectComposer.render();
      }, 1);
     
      return null;
    }

    When the grid transitions in and out on the site, the distortion intensity changes to make the transition feel
    natural. This animation is done through a simple tween in our
    DistortionShader
    class:

    class DistortionShader extends ShaderMaterial {
      private distortionIntensity = 0;
    
      super({
          name: 'DistortionShader',
          uniforms: {
            distortionIntensity: {value: new Vector2()},
            ...
          },
          vertexShader,
          fragmentShader,
      });
    
      update() {
        const ratio = window.innerWidth, window.innerHeight;
        this.uniforms[DistortionShaderUniforms.DISTORTION].value.set(
          this.distortionIntensity * ratio,
          this.distortionIntensity * ratio,
        );
      }
    
      setDistortion(value: number) {
        gsap.to(this, {
          distortionIntensity: value,
          duration: 1,
          ease: 'power2.out',
          onUpdate: () => this.update()    }
      }
    }

    Then the distortion is applied through our custom shader:

    // fragment.ts
    export const fragmentShader = /* glsl */ `
      uniform sampler2D tDiffuse;
      uniform vec2 distortion;
      uniform float vignetteOffset;
      uniform float vignetteDarkness;
    
      varying vec2 vUv;
      
      // convert uv range from 0 -> 1 to -1 -> 1
      vec2 getShiftedUv(vec2 uv) {
        return 2. * (uv - .5);
      }
      
      // convert uv range from -1 -> 1 to 0 -> 1
      vec2 getUnshiftedUv(vec2 shiftedUv) {
        return shiftedUv * 0.5 + 0.5;
      }
    
    
      void main() {
        vec2 shiftedUv = getShiftedUv(vUv);
        float distanceToCenter = length(shiftedUv);
        
        // Lens distortion effect
        shiftedUv *= (0.88 + distortion * dot(shiftedUv));
        vec2 transformedUv = getUnshiftedUv(shiftedUv);
        
        // Vignette effect
        float vignetteIntensity = smoothstep(0.8, vignetteOffset * 0.799,  (vignetteDarkness + vignetteOffset) * distanceToCenter);
        
        // Sample render texture and output fragment
        color = texture2D( tDiffuse, distortedUV ).rgb * vignetteIntensity;
        gl_FragColor = vec4(color, 1.);
      }

    We also added a vignette effect to our post-processing shader to darken the corners of the viewport, focusing the
    user’s attention toward the center of the screen.

    In order to make our home view as smooth as possible, we also spent a fair amount of time crafting the
    micro-interactions and transitions of the grid.

    Ambient mouse offset

    When the user moves their cursor around the grid, the grid moves slightly in the opposite direction, creating a very
    subtle ambient floating effect. This was simply achieved by calculating the mouse position on the grid and moving the
    grid mesh accordingly:

    getAmbientCursorOffset() {
      // Get the pointer coordinates in UV space ( 0 - 1 ) range
      const uv = this.navigation.pointerUv;
      const offset = uv.subScalar(0.5).multiplyScalar(0.2);
      return offset;
    }
    
    update() {
      ...
      // Apply cursor offset to grid position
      const cursorOffset = getAmbientCursorOffset();
      this.mesh.position.x += cursorOffset.x;
      this.mesh.position.y += cursorOffset.y;
    }

    Drag Zoom

    When the grid is dragged around, a zoom-out effect occurs and the camera seems to pan away from the grid. We created
    this effect by detecting when the user starts and stops dragging their cursor, then using that to trigger a GSAP
    animation with a custom ease for extra control.

    onPressStart = () => {
      this.animateCameraZ(0.5, 1);
    }
    
    onPressEnd = (isDrag: boolean) => {
      if(isDrag) {
        this.animateCameraZ(0, 1);
      }
    }
    
    animateCameraZ(distance: number, duration: number) {
      gsap.to(this.camera.position, {
        z: distance,
        duration,
        ease: CustomEase.create('cameraZoom', '.23,1,0.32,1'),
      });
    }

    Drag Movement

    Last but not least, when the user drags across the grid and releases their cursor, the grid slides through with a
    certain amount of inertia.

    drag(offset: Vector2) {
      this.dragAction = offset;
    
      // Gradually increase velocity with drag time and distance
      this.velocity.lerp(offset, 0.8);
    }
    
    // Every frame
    update() {
      // positionOffset is later used to move the grid mesh
      if(this.isDragAction) {
        // if the user is dragging their cursor, add the drag value to offset
        this.positionOffset.add(this.dragAction.clone());
      } else {
        // if the user is not dragging, add the velocity to the offset
        this.positionOffset.add(this.velocity);
      }
    
      this.dragAction.set(0, 0);
      // Attenuate velocity with time
      this.velocity.lerp(new Vector2(), 0.1);
    }

    Face Particles

    The second major component we want to highlight is our employee face carousel, which presents team members through a
    dynamic 3D particle system. Built with React Three Fiber’s
    BufferGeometry
    and custom GLSL shaders, this implementation leverages custom shader materials for lightweight performance and
    flexibility, allowing us to generate entire 3D face representations using only a 2D colour photograph and its
    corresponding depth map—no 3D models required.

    Core Concept: Depth-Driven Particle Generation

    The foundation of our face particle system lies in converting 2D imagery into volumetric 3D representations. We’ve
    kept things efficient, with each face using only two optimized 256×256 WebP images (under 15KB each).

    To capture the images, each member of the Phantom team was 3D scanned using
    RealityScan
    from Unreal Engine on iPhone, creating a 3D model of their face.

    These scans were cleaned up and then rendered from Cinema4D with a position and colour pass.

    The position pass was converted into a greyscale depth map in Photoshop, and this—along with the colour pass—was
    retouched where needed, cropped, and then exported from Photoshop to share with the dev team.

    Each face is constructed from approximately 78,400 particles (280×280 grid), where each particle’s position and
    appearance is determined by sampling data from our two source textures.

    /* generate positions attributes array */
    const POINT_AMOUNT = 280;
    
    const points = useMemo(() => {
      const length = POINT_AMOUNT * POINT_AMOUNT;
      const vPositions = new Float32Array(length * 3);
      const vIndex = new Float32Array(length * 2);
      const vRandom = new Float32Array(length * 4);
    
      for (let i = 0; i < length; i++) {
          const i2 = i * 2;
          vIndex[i2] = (i % POINT_AMOUNT) / POINT_AMOUNT;
          vIndex[i2 + 1] = i / POINT_AMOUNT / POINT_AMOUNT;
    
          const i3 = i * 3;
          const theta = Math.random() * 360;
          const phi = Math.random() * 360;
          vPositions[i3] = 1 * Math.sin(theta) * Math.cos(phi);
          vPositions[i3 + 1] = 1 * Math.sin(theta) * Math.sin(phi);
          vPositions[i3 + 2] = 1 * Math.cos(theta);
    
          const i4 = i * 4;
          vRandom.set(
            Array(4)
              .fill(0)
              .map(() => Math.random()),
            i4,
          );
      }
    
      return {vPositions, vRandom, vIndex};
    }, []);
    // React Three Fiber component structure 
    const FaceParticleSystem = ({ particlesData, currentDataIndex }) => {
      return (
        <points ref={pointsRef} position={pointsPosition}>
          <bufferGeometry>
            <bufferAttribute attach="attributes-vIndex" 
                 args={[points.vIndex, 2]} />
            <bufferAttribute attach="attributes-position"
                 args={[points.vPositions, 3]} />
            <bufferAttribute attach="attributes-vRandom"
                 args={[points.vRandom, 4]} />
          </bufferGeometry>
          
          <shaderMaterial
            blending={NormalBlending}
            transparent={true}
            fragmentShader={faceFrag}
            vertexShader={faceVert}
            uniforms={uniforms}
          />
        </points>
      );
    };

    The depth map provides normalized values (0–1) that directly translate to Z-depth positioning. A value of 0 represents
    the furthest point (background), while 1 represents the closest point (typically the nose tip).

    /* vertex shader */ 
    
    // sample depth and color data for each particle
    vec3 depthTexture1 = texture2D(depthMap1, vIndex.xy).xyz;
    
    // convert depth to Z-position
    float zDepth = (1. - depthValue.z);
    pos.z = (zDepth * 2.0 - 1.0) * zScale;

    Dynamic Particle Scaling Through Colour Analysis

    One of the key methods that brings our faces to life is utilizing colour data to influence particle scale. In our
    vertex shader, rather than using uniform particle sizes, we analyze the colour density of each pixel so that brighter,
    more colourful areas of the face (like eyes, lips, or well-lit cheeks) generate larger, more prominent particles,
    while darker areas (shadows, hair) create smaller, subtler particles. The result is a more organic, lifelike
    representation that emphasizes facial features naturally.

    /* vertex shader */ 
    
    vec3 colorTexture1 = texture2D(colorMap1, vIndex.xy).xyz;
    
    // calculate color density
    float density = (mainColorTexture.x + mainColorTexture.y + mainColorTexture.z) / 3.;
    
    // map density to particle scale
    float pScale = mix(pScaleMin, pScaleMax, density);

    The calibration below demonstrates the influence of colour (contrast, brightness, etc.) on the final 3D particle formation.

    Ambient Noise Animation

    To prevent static appearances and maintain visual interest, we apply continuous noise-based animation to all
    particles. This ambient animation system uses curl noise to create subtle, flowing movement across the entire
    face structure.

    /* vertex shader */ 
    
    // primary curl noise for overall movement 
    pos += curlNoise(pos * curlFreq1 + time) * noiseScale * 0.1;
    // animation updates in React Three Fiber
    
    useFrame((state, delta) => {
      if (!materialRef.current) return;
      
      materialRef.current.uniforms.time.value = state.clock.elapsedTime * NOISE_SPEED;
      
      // update rotation based on mouse interaction
      easing.damp(pointsRef.current.rotation, 'y', state.mouse.x * 0.12 * Math.PI, 0.25, delta);
      easing.damp(pointsRef.current.rotation, 'x', -state.pointer.y * 0.05 * Math.PI, 0.25, delta);
    
    });

    Face Transition Animation

    When transitioning between different team members, we combine timeline-based interpolation with visual effects written
    in shader materials.

    GSAP-Driven Lerp Method

    The transition foundation uses GSAP timelines to animate multiple shader parameters simultaneously:

    timelineRef.current = gsap
      .timeline()
      .fromTo(uniforms.transition, {value: 0}, {value: 1.3, duration: 1.6})
      .to(uniforms.posZ, {value: particlesParams.offset_z, duration: 1.6}, 0)
      .to(uniforms.zScale, {value: particlesParams.face_scale_z, duration: 1.6}, 0);

    And the shader handles the visual blending between two face states:

    /* vertex shader */ 
    
    // smooth transition curve
    float speed = clamp(transition * mix(0.8, .9, transition), 0., 1.0); 
    speed = smoothstep(0.0, 1.0, speed); 
    
    // blend textures 
    vec3 mainColorTexture = mix(colorTexture1, colorTexture2, speed); 
    vec3 depthValue =mix(depthTexture1, depthTexture2, speed);

    To add visual interest during transitions, we further inject additional noise that’s strongest at the midpoint of the
    transition. This creates a subtle “disturbance” effect where particles temporarily deviate from their target
    positions, making transitions feel more dynamic and organic.

    /* vertex shader */ 
    
    // secondary noise movement applied for transition
    float randomZ = vRandom.y + cnoise(pos * curlFreq2 + t2) * noiseScale2;
    
    float smoothTransition = abs(sin(speed * PI)); 
    pos.x += nxScale * randomZ * 0.1 * smoothTransition; 
    pos.y += nyScale *randomZ * 0.1 * smoothTransition;
    pos.z += nzScale * randomZ * 0.1 * smoothTransition;

    Custom Depth of Field Effect

    To enhance the three-dimensional perception, we implemented a custom depth of field effect directly in our shader
    material. It calculates view-space distance for each particle and modulates both opacity and size based on proximity
    to a configurable focus plane.

    /* vertex shader - calculate view distance */
    
    vec4 viewPosition = viewMatrix * modelPosition;
    vDistance = abs(focus +viewPosition.z); 
    
    // apply distance to point size for blur effect 
    gl_PointSize = pointSize * pScale * vDistance * blur * totalScale;
    /* fragment shader - calculate distance-based alpha for DOF */
    
    
    float alpha = (1.04 - clamp(vDistance * 1.5, 0.0, 1.0));
    gl_FragColor = vec4(color, alpha);

    Challenges: Unifying Face Scales

    One of the challenges we faced was achieving visual consistency across different team members’ photos. Each photograph
    was captured under slightly different conditions—varying lighting, camera distances, and facial proportions.
    Therefore, we went through each face to calibrate multiple scaling factors:

    • Depth scale calibration
      to ensure no nose protrudes too aggressively
    • Colour density balancing
      to maintain consistent particle size relationships
    • Focus plane optimization
      to prevent excessive blur on any individual face
    // individual face parameters requiring manual tuning 
    
    particle_params: { 
      offset_z: 0,           // overall Z-position
      z_depth_scale: 0,      // depth map scaling factor
      face_size: 0,          // overall face scale 
    }

    Final Words

    Our face particle system demonstrates how simple yet careful technical implementation can create fun visual
    experiences from minimal assets. By combining lightweight WebP textures, custom shader materials, and animations,
    we’ve created a system that transforms simple 2D portraits into interactive 3D figures.

    Check out the full site.

    Curious about what we’re up to in the Phantom studio? Or have a project you think we’d be interested in? Get in touch.



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  • End of June Sale! 🎁

    End of June Sale! 🎁


    At Browserling and Online Tools we love sales.

    We just created a new automated End of June Sale.

    Now each month, on the last day of June, we show a 50% discount offer to all users who visit our site.

    Buy a Subscription Now!

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  • Motion Highlights #10

    Motion Highlights #10



    A fresh collection of motion designs and animations from the creative community.



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