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More experiments with WebGPU Advanced Glass Material for #threejs vanilla version. Added Independent Edge Dispersion for better results when morphing the glass shape. Live link coming soon⚡️ #creativecoding

33,814 views • 1 month ago •via X (Twitter)

47 Comments

Shahin Azimov's profile picture
Shahin Azimov1 month ago

Perhaps, this is the best liquid glass effect on threejs that I've seen

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Thank you 😊

ENPIXELMENT's profile picture
ENPIXELMENT1 month ago

👍

Agu Seguí's profile picture
Agu Seguí1 month ago

oh man, gorgeous!

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Thank you for your kind feedback 🤗

Joseph Azar's profile picture
Joseph Azar1 month ago

Beautiful

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Thank you ;)

Internet Labs's profile picture
Internet Labs1 month ago

WebGPU shaders hit on a completely different level, and keeping that edge dispersion clean during a mesh morph is no small feat.

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Thanks. The hardest part was to make it refractive without being too reflexive on the borders. And aos creating a secondary rim of internal refraction to get thos beautiful dispersion patterns.

🇺🇾 Emilio Franceschini's profile picture
🇺🇾 Emilio Franceschini1 month ago

looking really nice! would love to see this with varied backgrounds and such

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Thanks. Sure. I'll share it in many different backgrounds soon

Gabe | Designer's profile picture
Gabe | Designer1 month ago

This is super cool, tried that a couple months ago and couldn’t even get closer, the only thing similar was the water 🤣

Alejandro Méndez's profile picture
Alejandro Méndez1 month ago

@threejs 🍷👷🏼‍♂️

Witchfell Game's profile picture
Witchfell Game1 month ago

@threejs Gorgeous. The color diffraction works really well. What color space are you doing that in?

Anderson Mancini's profile picture
Anderson Mancini1 month ago

@threejs Thank you. That's is ACES tome mapping, The default on R3F

Witchfell Game's profile picture
Witchfell Game1 month ago

@threejs Oh, not the whole image, I meant the diffraction component of the glass shader. Those aren’t just RGB shifts, right?

Nestor Rios Garcia's profile picture
Nestor Rios Garcia1 month ago

You're crazy man 🔥🔥🔥🔥

Evert Junior's profile picture
Evert Junior1 month ago

Anderson GPU-bender Mancini

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Hahaha. Pushing it to the limits 😬

Aishwary Gupta's profile picture
Aishwary Gupta1 month ago

Check This 0ut 👇🏻

simm3rsive's profile picture
simm3rsive1 month ago

Mesmerising.

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Thanks ☺️

Otano Studio's profile picture
Otano Studio1 month ago

awesome work. Are you calculating the normal using nearest neighbors?

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Thanks. Yes. And I also use the normal to calculate adicional dispersion over those wrinkles

Otano Studio's profile picture
Otano Studio1 month ago

I wonder if the tsl creator could implement something that handles dynamic normals or maybe we create a node function

Anderson Mancini's profile picture
Anderson Mancini1 month ago

I'm sure he can. I will talk with him hehe. Maybe we already have it but he never shared.

Otano Studio's profile picture
Otano Studio1 month ago

If you can convince him to add utilities for UV too that’d be awesome and save time if we could apply uv().toPolar().scaleOffset()

vdmo's profile picture
vdmo1 month ago

tiss naaaiice

Robert 🟠's profile picture
Robert 🟠1 month ago

are you going to add a water-like sound effect?

Ricardo | Hammy's profile picture
Ricardo | Hammy1 month ago

👀❤️

Refil's profile picture
Refil1 month ago

So cool WebGPU

Joao Melo Rodrigues's profile picture
Joao Melo Rodrigues1 month ago

Now that's Liquid Glass!

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Hahaha. Yeah. Never occurred to me that name. Would be very appropriate in this case 😁

jake downs's profile picture
jake downs1 month ago

lovely work as always

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Thank you very much Jake 🙏🏻

viralchem's profile picture
viralchem1 month ago

wow looks great best till now

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Thanks

Avetis's profile picture
Avetis1 month ago

wait why does it chromatic aberrate? o_O deliberately proper?

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Yes. It is a design choice.

Farhan Sadik's profile picture
Farhan Sadik1 month ago

Really impressive work. The glass treatment, depth, and WebGPU effects come together beautifully. 🔥

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Thank you very much. This glass is really special and I'm making it to be the best glass possible on the web 😊

Bob Widlar's Middle Finger's profile picture
Bob Widlar's Middle Finger1 month ago

Very nice; I really like how you are using the geometry to direct the constant change needed to make glass properly visible---REALLY good job dude!

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Thank you very much Bob!

Bob Widlar's Middle Finger's profile picture
Bob Widlar's Middle Finger1 month ago

I'm just his middle finger =] It's a mystery if Bob would have appreciated GPU work: perhaps the enemy of his enemy could be a friend... & certainly the work we do emulating actual physics in shaders would have appealed to him. Hah: I wonder how well analog computing would map...

Bob Widlar's Middle Finger's profile picture
Bob Widlar's Middle Finger1 month ago

I don't know why one would do this, but one could design a resistor .comp and a capacitor .comp &c... then iterate them through time--maybe for modeling a circuit or something. I OTOH use them for mobile UI components. Wait...WebGPU runs on Vulkan/Metal? That is fantastic news.

Nishit Barbhaya's profile picture
Nishit Barbhaya1 month ago

Looks awesome. Imagine if this would be like audio reactive and pulsate and move with diff amplitudes and frequencies of sound. Kind of like a 3d audio visualizer.

Anderson Mancini's profile picture
Anderson Mancini1 month ago

Can be done for sure. This is a constant noise, but attaching a reactive audio to deive that noise is super easy

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