Animated Three.js and WebGL backgrounds
Browse interactive Three.js and WebGL backgrounds, GLSL shader fields, particle systems, procedural scenes, and responsive visual effects.
- Sunset 3D Backgrounds — Sunset 3D Japanese House
Sunset 3D Japanese House from Sunset 3D. Independently runnable with its own source and preview.
- Sunset 3D Backgrounds — Sunset 3D Installation Diorama
Sunset 3D Installation Diorama from Sunset 3D. Independently runnable with its own source and preview.
- Sunset 3D Backgrounds — Sunset 3D Japan Network
Sunset 3D Japan Network from Sunset 3D. Independently runnable with its own source and preview.
- Sunset 3D Backgrounds — Sunset 3D Night House
Sunset 3D Night House from Sunset 3D. Independently runnable with its own source and preview.
- Sunset 3D Backgrounds — Sunset 3D Sunset Wordmark
Sunset 3D Sunset Wordmark from Sunset 3D. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Sunset Waves
Sunset Waves from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Japanese Solar House
Japanese Solar House from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Warm Solar Panel
Warm Solar Panel from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Modern Solar Home
Modern Solar Home from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Home Battery
Home Battery from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Energy App Phones
Energy App Phones from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Sun Illustration
Sun Illustration from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — App Phone
App Phone from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Rooftop Solar
Rooftop Solar from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Battery Cabinet
Battery Cabinet from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Installation Landscape
Installation Landscape from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Isometric Installation
Isometric Installation from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — House at Dusk
House at Dusk from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — House in a Storm
House in a Storm from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Energy Network
Energy Network from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Ocean
Ocean from Sunseto. Independently runnable with its own source and preview.
- Sunseto Backgrounds — Falling Petals
Falling Petals from Sunseto. Independently runnable with its own source and preview.
- Flower Field
A luminous valley carpeted with procedural daisies, framed by violet mountain walls, drifting sparks, mist, stars, and flowing light ribbons as the camera flies forward through the field.
- ASCII Field — Vortex
Rings of type stacked into a receding funnel instead of one flat plane, each ring riding up past the next as the pointer moves, with a near/far light ramp shading the depth and motes drifting in the gaps between layers.
- ASCII Field — Tide
The stack laid flat as open water: twenty bands of type bent along a sine and spread from a horizon to the foreground, each one running a beat behind the one in front so the swell travels out of the frame.
- ASCII Field — Ridge
The stack read as a range: seven ridged silhouettes with type packed under each crest and thinning into the shadow below, separated so the front range travels ten times as far as the back under an ember dusk.
- ASCII Field — Canopy
The stack grown into a tree, where one layer is one branch: every limb is a strip of type pivoting on its own foot, carrying a depth drawn at generation time, so the crown opens into a volume in a green-black wood.
- Orrery — Orrery
The authored page exactly as written: the eroded limestone plinth turning under a stone lantern, wound about by skeins of spun light and a slow spiral of tumbling debris.
- Orrery — Castle Ruin
The same bluff carrying a medieval keep, laid stone by stone against a crown profile that decides how high each wall still stands — quoined corners, arched windows, a gate arch in the curtain wall, a turret taken down on its outward side, and a fire still burning in the broken crown.
- Orrery — Labyrinth
A round table of rock carrying a polar maze carved by a depth-first walk — six rings of kerbstone with real dead ends, a hearth at the middle, and the one true route lit as a thread of light that walks itself from the mouth inward, seen from an eye lifted to read the plan.
- Orrery — Shrine
The same rock quarried into two terraces for a Japanese shrine: a vermilion torii and its laid-up straw rope on the low ground, a stair between them, a pair of lit stone lanterns, and a hall whose bark roof holds a level ridge, an eave that lifts to its four corners, and crossed chigi at the gable.
- Trochil Hummingbird — Hummingbird
The authored page's own scene: a 390,000-point hummingbird whose wings are skinned in the vertex shader into a real swept blur, hovering over a bed of trumpet blossoms, flying to a standoff from the cursor whenever the pointer moves.
- Trochil Hummingbird — Sakura
A butterfly on a cherry branch: forewings and hindwings filled by area off their own outline tables, veined and lit at the margin, settling onto a limb hung with five-petal blossoms while cut petals tumble through the frame — the ember ramp regraded plum to blossom.
- Trochil Hummingbird — Reef
A deep-bodied reef fish over a coral shelf, driven by a travelling body wave that yaws each section into its own turn, with staghorn heads, boulder coral and sea fans below and sun shafts fed into the density buffer so the light through the water carries the same dot lattice.
- Trochil Hummingbird — Abyss
Eight jellyfish rising through midnight water: one bell built once and stamped out through a per-vertex seed, each on its own contraction phase, its oral arms and tentacle veil inheriting the squeeze a stroke late — the nearest one leans its crown toward the cursor.
- Cortexa Silhouette — Silhouette
The authored page exactly as written: a measured skull and torso scanned along the view axis, so the rings crowd into a bright comb at the rim and the face stays dark.
- Cortexa Silhouette — Arcana
The same scan around a tarot card: a rounded-rectangle silhouette combed at its border, two printed rules, corner pips, a stroke-drawn numeral and name, and three inclined orbits with their riders running clean through the card's own plane.
- Cortexa Silhouette — Monitor
A cathode-ray cabinet scanned as one closed shell, so the crowding at the rim paints the bezel comb and the tube's taper in a single pass. A lit inner lip, a graticule and two traces on the glass with a raster band rolling down them, safe-area brackets in the picture corners, and a moulding seam and vented brow carrying the detail out of the chin and across the whole cabinet.
- Cortexa Silhouette — Keyboard
Seventy silhouettes instead of one: a 65 percent board laid back off the view axis, every sculpted keycap scanned by the same machinery at a twentieth the scale so each arrives wearing its own comb, over an underglow spilling from the front lip.
- Cathode Workstation — Workstation
The authored page with the owner's workstation revision: the isometric CRT cabinet wearing a 3x3 vent field, its recessed screen streaming indented source over a numbered gutter, the backlit keyboard, a mouse standing on the desk beside it, and the props behind.
- Cathode Workstation — Console
The same drawing around a living-room console: a flat panel running a side-scroller, a vented slab beside it, and a gamepad whose shell is a single blended capsule outline that rolls in at the base and domes at the crown, its buttons lit in bursts.
- Cathode Workstation — Studio
A recording booth: a counterweighted boom carrying a microphone and pop screen off the isometric grid, a desk mixer, a programme monitor standing clear of it on its own foot, and a text-free illuminated plate on the treatment panel.
- Cathode Workstation — Cinema
A camera rig: sticks turned off the grid so all three legs read, a matte box and lens on the body, a 16:9 monitor slung off the top plate on its arm, a panel light holding the key, and a slate set down clear of the legs.
- Betawise Globe — Earth
The authored globe: Natural Earth's coastlines dotted over a dark ocean, great-circle flight paths running between two dozen cities, and a starfield thinned around the limb — landing on the same pull-back the four derived worlds use.
- Betawise Globe — Moon
One grey and nothing else: the maria at their real selenographic centres, three octaves of impact cratering over near side and far side alike, and Tycho's ray system thrown clear across the disc.
- Betawise Globe — Mars
The albedo map a small telescope shows — Syrtis Major, Hellas, Solis Lacus — over an impact record: twenty named craters and basins at their real radii, three octaves of unnamed ones thinning northward across the crustal dichotomy, the Tharsis volcanoes with a bright shield and a dark caldera, and a seasonal cap at each pole.
- Betawise Globe — Saturn
The zonal flow banding the globe, and Cassini's own ring radii rebuilt on the flight-path layer: every route becomes one short chip of ice, and the comet that used to run a route becomes the glint that crosses it.
- Betawise Globe — Sun
Granulation over the supergranular network, spot groups with an umbra inside a penumbra inside a ring of faculae, and the routes regrown as prominence arcades with plasma climbing one leg of each loop and falling down the other.
- Betawise Particle Bust
Betawise's point-cloud bust isolated as a full-frame pointer-responsive background without the hero navigation, copy, actions, or CTAs.
- Mira CRT Wall
Mira Solvang's cold-blue CRT edit wall isolated as a full-frame background without navigation, portfolio copy, controls, reel UI, or section content.
- Tidecrest Terrain — Ridgeline
The authored field, served byte-for-byte: ridged ranges over an open swell, mirrored in the water under a cold blue horizon.
- Tidecrest Terrain — Harbour Nights
The same field as a night harbour: a low far bank carrying a lit skyline, a suspension span crossing the water in front of it, and the whole grade turned from cold blue to sodium.
- Tidecrest Terrain — Dune Reach
The ridged fractal sampled across one wind instead of every direction, so its crests comb into dunes over worked sand, under a sun that has just gone.
- Tidecrest Terrain — River Hollow
The ranges rounded off into forested hills with a meander carved through them; the wave lattice is masked to that channel, so the swell becomes a river running out of the frame.
- Nocturne Card — Midnight
The authored composition: the landscape debit card hovering inside its halo over a still midnight sea.
- Nocturne Card — Moon
A cratered gibbous moon half out of the sea, its other half given back by the water, with no halo drawn in front of it and the card stood upright and taken to cold platinum.
- Nocturne Card — Mars
Iron oxide all the way down: Mars half out of a rust sea with its dark albedo features, rift and polar cap, the halo left out, and the upright card struck in copper.
- Nocturne Card — Earth
Earth half out of the sea with its oceans, banded cloud deck, ice caps, city lights and sunlit terminator, the halo left out, and a phone whose screen carries a photograph of the same scene.
- Meridian Earth — Earth
The authored orbit: an 8K day plate read through a cubic B-spline, a cloud deck on its own shell, ice caps, city light, and one scattering integral shared by surface, deck and halo — drifting at a quarter of the rate it was authored at.
- Meridian Earth — Moon
The plates drop out and a jittered crater lattice takes their place — flat-floored basins, terraced rims and central peaks at four scales, ray systems off the youngest, and dark basalt maria carrying a third of the craters the highlands do.
- Meridian Earth — Mars
The same lattice split across the hemispheric dichotomy — old cratered south, resurfaced north — with the Tharsis shields, a four-thousand-kilometre canyon, wind streaks and spiralled polar frost, under a dust column whose scattering vector is the inverse of Earth's.
- Meridian Earth — Saturn
No ground and no halo: a zonal wind profile that drags each belt against the next and curls its edges into festoons and eddies, five octaves of cloud-top filament faded against their own screen footprint, the north polar hexagon, and a ring system of noise-built ringlets and orbital clumps cut by the Cassini, Encke and Keeler gaps — carrying the planet's shadow, laying its own back onto the disc, and holding the B-ring spokes.
- Tideform Phase Field — Phase Field
The authored field with nothing taken from it: a flat lattice of dots with a crest travelling out from the centre, warming to amber as it passes. Only the page's editorial layer is gone, so the background is the field and nothing else.
- Tideform Phase Field — Stone Ridge
The same field on a ground plane instead of a table: ridged fractal ranges in brown stone standing off behind a scree floor, with the authored crest sweeping over them and its embers turned to a low sun on rock.
- Tideform Phase Field — Pine Canopy
The same ground plane as forested hills, under a closed conifer canopy laid out in lattice space so a crown is always a few dots wide, with the accent turned from orange to the green-gold the light comes through as.
- Tideform Phase Field — Open Swell
No terrain at all: four crossed wave trains rolling back to the horizon, glitter carried in lattice space, and the authored crest expanding across the water with its accent turned to the blue the sea throws back.
- Emberline Vortex — Vortex
The authored field exactly as written: a twisted catenoid of hairline filaments flaring into a crown and splaying into roots, over a drifting blue star field.
- Emberline Vortex — Bloom
The same field closed into a flower: the curve index cut into petals and arcs, every blade fluted across its width, and a moon that lights the petals it reaches under a cool sheen while the rest fall to deep magenta.
- Emberline Vortex — Ridge
The field folded into a sunset range: one continuous surface of contours receding into a low sun, peaks and valleys sliding past each other, with a hot rim on every crest the sun can reach.
- Emberline Vortex — Tide
The field laid flat as open water: long swells running toward the viewer under a night sky, with the moon laying a glade of glints straight down the frame.
- Cross Beam — Cross Beam
The original horizontal wash crossed by a vertical shaft with a sliding glow.
- Cross Beam — Ring Beam
The beam bent into a circle, with an arc of light running the circumference.
- Cross Beam — Frame Beam
A thin border hugging the viewport edge, lit by a highlight travelling the perimeter.
- Cross Beam — X Beam
Two 45° shafts crossing at the centre, their glows taking turns down each arm.
- Predictive Arc — Predictive Arc
The violet predictive pixel arch with a luminous animated core.
- Predictive Arc — Data Pixel Arc
An emerald pixel horizon with an organic breathing band.
- Predictive Arc — Signal Particles
A dark signal-particle field with soft connective pulses.
- Predictive Arc — Override Grid
A block-by-block override grid with telemetry-orange accents.
- Predictive Arc — Ribbon Field
A cyan, indigo, and purple WebGL ribbon field resolved through an animated dot matrix.
- Predictive Arc — Void Field
A transparent raw-WebGL void field detached from its original article composition.
- Predictive Arc — Halftone Flow
A red-orange raw-WebGL flow field resolved through its authored six-pixel halftone matrix.
- Predictive Arc — Amber Halftone
An animated amber-to-white Three.js point field on a dark plane.
- Liquid Form
A centered silver ray-marched liquid form with authored studio reflections and pointer-responsive camera drift.
- CRT — Terminal
The authored 19-row Zion boot log typing itself onto green phosphor, now resolved at the full backing resolution so the glyph cores stay crisp behind the grille.
- CRT — Cinematic
A monotone academy leader: letterboxed frame, sweeping countdown dial, scrolling film perforations, registration marks, and a running 24 fps timecode graded to pure luminance.
- CRT — Blue Screen
A retro signal-fault panel on saturated broadcast blue, torn by shader-side transport noise: per-row jitter, a rolling dropout band, head-switching scramble, and heavy static.
- CRT — Nintendo
An 8-bit console title screen drawn on a 320×180 grid with a hand-authored 5×7 pixel font and nearest-neighbour upscale, so every sprite, brick, and letter lands on a hard pixel edge.
- Globe — Energy Orb
The original layered FBM energy sphere with translucent rim glow and depth-aware star field.
- Globe — Tangled Constellations
Monotone glyph chains wander a dimensional sphere, collide with pinned stars, and respond to drag and pointer contact.
- Globe — Network Globe
A dotted continent mesh on a luminous dusk horizon with crossing gradient routes, sparks, hover highlights, and click-launched arcs.
- Spark Badge — Badge
The original Codex credential assembled from luminous rain and curl-noise embers.
- Spark Badge — Browser
A complete browser window and page layout illustrated with the exact same rain, spark, waterline, and dissolve effect.
- Spark Badge — iPhone
A modern iPhone silhouette with Dynamic Island, app UI, icon grid, dock, and home indicator formed from the same living spark field.
- Spark Badge — Studio Display
A widescreen studio monitor with camera, creative workspace, tool rail, inspector, timeline, architectural stand, and base formed from the same sparks.
- Elements — Water
A refracted OpenAI mark beneath pointer-driven circular ripples, cyan depth, and soft suspended particles.
- Elements — Lightning
Violet fBm arcs crawl around the Anthropic contour while pointer proximity pulls the storm closer.
- Elements — Fire
Noise-driven flame ribbons and rising embers lick upward from the Claude mark edge.
- Elements — Condensation
Transparent droplets grow, merge, fall, and resolve into soft water splash rings.
- Elements — Generative Tree
A painterly branching tree grows from warm sienna to golden tips, sways with pointer wind, and sheds soft ambient motes.
- Terrain Plume — Alpine
DesignCode 5’s exact engraved range: fourteen hand-placed massifs, ridged couloirs, a foreground fir band, and the monochrome plume behind them.
- Terrain Plume — River
A meandering river cut through the same hidden-line valley, with firs and broadleaf trees crowding both banks and the plume reflected down the channel.
- Terrain Plume — Desert
Wind-rippled dunes running under flat-topped buttes, with saguaros, boulders, and scrub engraved across the near band and a warm plume on the horizon.
- Terrain Plume — Bridge
A suspension crossing over a night bay: braced towers, catenary cables, lamp-lit deck, and a lit skyline on the far shore doubled in the water.
- Recursive Erosion — Sphere
A seven-thousand-point orange fibonacci shell on the authored four-second loop: it crumples and erodes into holes while eight jagged lightning arcs strike across it, and it leans out toward the pointer wherever the cursor rests.
- Recursive Erosion — Branches
A dendritic ember-to-gold limb structure on a nine-second turntable, eroding back from the tips while eight pulses climb from the root to a branch tip and return.
- Recursive Erosion — Mountains
A ridged height field drifting over nine seconds, its rows drawn far-to-near so the relief reads solid, violet scree eroding off warm crests while six lava veins run down the slopes into a hazed far edge.
- Recursive Erosion — Nebula
A six-lobe indigo and magenta cloud shearing around its own core over eight seconds, hollowing into voids while seven filament rings wind through the volume.
- Purple Desert
A cinematic dune flight under violet twilight, with procedural sand ridges, a layered distant range, wind-blown haze, pointer-guided orbit, and a smooth night-to-day lighting dissolve.
- Orbital Dust
A luminous dust planet suspended in a black star field, with a tilted particle axis, a responsive orbital ring, pointer attraction, and click-triggered shockwaves that scatter across the globe.
- Constellation Field — Constellation Field
A drifting particle constellation network with tunable link stroke width over a deep night field.
- Constellation Field — Particle Drift
A soft particle drift field lifted from a compute-network hero stage.
- Constellation Field — Particle Network
A sharp, thin-stroke particle network field with crisp retina trails.
- Constellation Field — Gateway Flow
A black-stage flow canvas with streaming gateway trajectories.
- Constellation Field — Connectivity Graph
A light-mode connectivity graph canvas with animated node links.
- Constellation Field — Interface Lines
A faint interface line-field background for dense system UI stages.
- Constellation Field — Defense Lines
A crimson defense-line canvas field behind a high-contrast hero stage.
- Constellation Field — Topo Field
A raw-WebGL topography field with flowing elevation bands.
- Portal Field — Portal Field
A Three.js ShaderMaterial portal with pointer-reactive fringe light.
- Portal Field — Cloud Field
A raw-WebGL cloud migration background isolated at its source renderer boundary.
- Portal Field — Flow Field
Warm amber, gold, and coral particles trace a deterministic simplex-noise field.
- Portal Field — Bell Field
A Chladni-inspired bell field with nodal metal patterns and rising foundry embers.
- Portal Field — Stream Convergence
Three chromatically separated violet wavefronts crossing a rotated fluid field.
- Laser — Matrix Junction
The preserved pointer-reactive three-way matrix junction.
- Laser — Atmospheric Blade
A white-hot emerald blade cutting through layered procedural vapor and faint mirage rails.
- Laser — Vanishing Array
Violet and amber carrier rails accelerate from a pointer-steered horizon origin.
- Laser — Halftone Relay
An off-axis cyan relay where vapor resolves into an animated screen-space dot field.
Frequently asked questions
What is a Three.js background?
It is a WebGL or Three.js scene designed to sit behind website content as an atmospheric, animated, or interactive visual layer.
How is a Three.js background different from a hero section?
A background is primarily the visual layer. A hero section combines that visual with a composed layout, navigation, copy, and calls to action.
Can these WebGL backgrounds sit behind normal HTML?
Yes. Keep the canvas in a background layer, preserve contrast for readable HTML, and prevent the visual from blocking links, buttons, or scrolling.
How should a Three.js background behave on mobile?
Use responsive camera and canvas sizing, lower expensive detail when needed, respect reduced-motion preferences, and provide a reliable static fallback.