Postprocessing components and templates
Explore 29 ThreeUI components, templates, backgrounds, and interactive effects tagged Postprocessing, with previews and editable implementation source.
- Orrery
The complete Orrery studio hero, preserved unchanged with its procedural stone plinth, luminous orbital rings, drifting debris, editorial cards, and compact dock navigation.
- Tidecrest
The complete Tidecrest hero page, preserved unchanged with its Three.js terrain and the authored EffectComposer and UnrealBloom post-processing chain.
- Aster Halftone Bloom
A full-screen analytics hero built around a luminous procedural rose re-photographed as a cross-shaped halftone lattice, with petal erosion, falling dust, pointer-driven light, glass controls, and restrained editorial typography.
- Advanced Glass Material
A full-screen material showcase built around a faceted spectral glass form over an interactive water field, with two-bounce refraction, edge dispersion, studio reflections, pointer-driven orbit, direct glass impulses, and a restrained technical product interface.
- 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.
- 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.
- 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.
- Liquid Clock
A real-time digital clock sculpted from translucent blue liquid tubes, with luminous fluid segments, drifting particles, soft depth, bloom, and pointer-driven deformation.
- Noema Bloom — Bloom
The packaged scene: fifty-five petals in five whorls furl into a bud and open again on a seventeen-second cycle, deep indigo through cornflower into a white heart, under blue light shafts and a star field.
- Noema Bloom — Tulip
Twelve tepals bowed into a goblet on a leafed stalk, magenta through rose into a warm lip, held against a deep spring-green field with pale green light shafts.
- Noema Bloom — Sakura
Five notch-tipped petals turned flat to the lens around a forty-four filament corona, pale pink into white over a plum night, the blade lit from whichever face is toward the camera.
- Noema Bloom — Maple
A five-lobed toothed leaf laid flat to the lens, expanding from a furled shoot along its petiole, ember red through orange into gold with embers drifting off the blade.
- Halftone Keyboard — 60% Board
The authored scene: a backlit 60% board with procedural key legends, automatic typing, keys that light as the cursor passes them, and the pendant whose cone swings across the whole board.
- Halftone Keyboard — Journal
An open leather journal writing itself: procedural cursive laid down a word at a time on ruled paper, wet ink catching the lamp at the nib, a satin ribbon and a fountain pen that lifts as the cursor nears it, and a page that curls over on a vertex-shader hinge once the right-hand side fills.
- Halftone Keyboard — Typewriter
A portable machine three-quarters on, typing a page: fifty nickel-ringed keys in one draw call, a typebar thrown at the platen for every letter, a carriage that steps left and runs home on the return lever, and a sheet stamped one struck glyph at a time.
- Halftone Keyboard — CRT
A chunky monitor running a terminal session on a real spherical-cap tube, with scanlines, an aperture grille, barrel distortion and a shader-stamped blinking cursor — and a phosphor wash that falls back onto its own bezel and across the desk in front of it.
- Wood Icons — Gameboy
A carved timber handheld with a tinted glass screen, working face controls, a power switch, and a slow pointer-responsive turntable.
- Wood Icons — Keyboard
A compact wooden keyboard fitted with translucent glass keycaps, a dot-matrix readout, press feedback, and pointer orbit.
- Wood Icons — Popsicle
A blue translucent popsicle with monotone glass keycaps frozen into its refractive body, each square cap carrying a letter read through its own glass, over a procedurally grained wooden stick.
- Wood Icons — Chair
A turned timber side chair with five glass slats set into its raked back over one solid seat board, and a warm slat at the centre that lights and carries the press out to its neighbours.
- Wood Icons — Desk
A writing desk with a light table glazed into its top, a single drawer behind a smoked glass front that latches open on a spring, and a pulse that sweeps the panel when the glass is touched.
- React Orbits — Full Film
The packaged document, byte-for-byte: forty seconds through three loops of orbital gauges, five labelled steps in each, converging on the React mark and its closing card.
- React Orbits — Cutdown
Six seconds of the same film, cut into three two-second shots — the dial's rim sweeping in under the first node, one labelled step travelling the ring, then the three orbits around the nucleus — each carrying a statement of its own. Nothing is rebuilt between them: the scene keeps running and the camera cuts.