The flat lockup becomes a live tile: a 3D smirk coin (transparent, sg_outline inset ink,
dark rim) that rests smirk-up, tosses end-over-end on hover with the suchoice coin-flip
feel, lands $-up, and half-flips home for a seamless loop. 518KB webm + transparent
poster; web_qa gated.
Scroll-enter: the triggering gesture's MOMENTUM outlives the 800ms wave (a trackpad
flick trails ~1.5s), and those ticks scrolled the revealed page so you landed below
the hero. The scroll lock now holds until the input goes quiet (250ms without a
wheel/touch event, 3s cap) and releases exactly at the top. Verified with a simulated
14-tick 1.5s flick: lands scrollY=0, and a fresh gesture afterwards scrolls normally.
Bloomword recut: the loop opened with a 1s bloom hold so hover felt dead (movement
backloaded). Now a 0.2s hold then a brisk 3x retract into the full regrow, closing bob
at the end; still frame0==frameN (seam 0.0000), 390KB.
Webshops tagline: 'One platform, unlimited possibilities.'
New lineup (drops Occupy Wallets + Wownerogue): Webshops (span 2) leads with the
theming-morph reel — the 5 re-snapped post-glowup demo shops crossfading, proof that
one platform yields completely different storefronts; Bloomword gets a transparent
chroma-keyed tree vignette (full bloom at rest, hover retracts + regrows, palindrome
seam 0.0); Vegan IQ gets a brand-panel card-flip reel from its own social pipeline
(logo -> real quiz card unanswered -> answered, seam 0.0); Barns/Smirk/Bauhaus stay.
HoverVignette grows fit=cover (opaque reels fill the tile, poster = tile art), an
optional H.264 mp4 source (Safari can't decode VP9), and on-screen autoplay for
no-hover devices (IntersectionObserver >= 0.5) so phones see the animations at all.
All four live tiles verified with Playwright: correct video plays on its tile's
hover, others stay paused.
The stroke was traced from the WHOLE extruded solid's alpha (front face + side walls),
so the line sat at the side wall's outer edge, offset from the glyphs — mushy letters.
Now a third render pass emits the FRONT FACES only (depth-0 TextMesh, z-seated at the
full mesh's front plane) and the stroke traces that mask: ink lands exactly on the
letterform crease and the darkened extrusion reads as the 3D body behind it. Also
gates the absorption flash out of mask passes (it could cross the mask threshold near
a strike and get inked). web_qa self-gate green (0.0% stripped, seam 0.0000, 512/600 KiB).
Per feedback: the whole-frame alpha stroke outlined the flying beta and the background
nuclei and only traced the outer silhouette (no internal creases). Now:
- Stroke from a WORDMARK-ONLY mask pass (nuclei + beta hidden) so only the letters get
the ink line — beta stays a soft blue glow, nuclei stay clean.
- Darken the extruded SIDE WALLS so the front-face→side CREASE reads as a toon edge that
a silhouette stroke can't reach.
outline2d gains an optional --mask (outline one element); mask-less still outlines
everything for a full cartoon look.
Root causes (all 3D->web pipeline law violations):
- Beta 'flashing / getting deleted': the MatterWave beta was BLEND_ADD (writes ~no
alpha) so it was stripped by the transparent capture, AND its off-screen auto-free
killed the packet a third of the way through its flight. Now alpha-safe (MIX under
BN_ALPHA), pinned alive for the full flight (no_free), bigger + slower + brightness-
capped so it reads as a coherent BLUE de Broglie packet the whole way in.
- 'No black outline': the 3D inverted-hull shell was sub-pixel + washed by the fresnel
rim (invisible on light, flecky on dark). Replaced with a 2D silhouette INK STROKE
from the alpha matte (sg_outline, outline2d.py) — uniform, gap-free, and INSET so the
black line sits ON the yellow fill and reads on BOTH themes from ONE asset.
- Softened the ripple pulse so the crest stays a blue tint, not a white clip.
Seam diff frame0==frameN = 0.0 (perfectly seamless).
Clean rest (frame 0 no longer catches a wrapped ripple: 2 strikes decay before
the seam), no white blowout (pulse strength down + blue core + lower HDR-bloom),
thinner outline, bigger wordmark.
Two fixes to the barns hover vignette after seeing it live:
1. The beta was STRIPPED by the transparent capture: the flash/particle used
additive blending, which writes ~no alpha, so it vanished in the alpha webm
(only the opaque letters survived = that brief white "lightning"). Switched the
flash to alpha-blend and pushed the absorption onto the opaque letters (strong
blue surface-ripple pulse), so the beta now survives on BOTH light and dark.
2. Light + dark mode need different ink: a near-black outline vanishes on a dark
tile; a light outline vanishes on a light tile. Render two baked assets
(barns-light = dark ink, barns-dark = cream ink) and HoverVignette picks by
resolved theme (next-themes). Added a clean rest poster (no active strike) via
a BN_POSTER render so at-rest looks right.
Extruded ChakraPetch wordmark now has an inverted-hull ink outline (crisp toon
edges) and 3 staggered beta strikes across the 5s loop with overlapping ripples,
so the tile stays alive instead of flashing once. Rendered on the 1080 Ti.
Add HoverVignette: a transparent alpha-WebM 3D render that plays over a tile on
hover/focus. Poster-first, preload=none, reduced-motion-safe, Safari-degrades to
the poster (no VP9-alpha). Feature tiles drop the static screenshot (the poster
is the rest state) and grow + lift above neighbours on hover so the animation is
the focus.
Rework the grid to six gap-free tiles: drop Neroswap, shrink Wownerogue to span 1.
First vignette: Barns & Neutrons — extruded 3D "BARNS & NEUTRONS" in the brand
ChakraPetch face with ambient drifting nuclei and a beta strike that fires a
surface-ripple + blue absorption flash across the letters. Rendered transparent
on the 1080 Ti via such-graphics.