A field of isometric blocks with a swell running through it: domes rise, valleys open, and the blocks properly hide one another. Faces are lit differently on top and on the sides, so the volume reads instantly.
Three swell shapes. The crossed one gives a rolling landscape, the radial one sends rings out from the centre, and both are deliberately set off-axis - run a swell along the grid axis and whole rows rise together, which flattens the relief completely.
The cursor lifts a plateau out of the terrain: the pointer is projected onto the ground plane first, so the bulge is a disc lying on the floor seen in perspective, not a circle stuck to the screen.
A colour table is baked at mount, and the block count is capped, so pushing the density costs nothing extra. Canvas, nothing loaded from outside. Honours prefers-reduced-motion and freezes on the Framer canvas.
A field of isometric blocks with a swell running through it: domes rise, valleys open, and the blocks properly hide one another. Faces are lit differently on top and on the sides, so the volume reads instantly.
Three swell shapes. The crossed one gives a rolling landscape, the radial one sends rings out from the centre, and both are deliberately set off-axis - run a swell along the grid axis and whole rows rise together, which flattens the relief completely.
The cursor lifts a plateau out of the terrain: the pointer is projected onto the ground plane first, so the bulge is a disc lying on the floor seen in perspective, not a circle stuck to the screen.
A colour table is baked at mount, and the block count is capped, so pushing the density costs nothing extra. Canvas, nothing loaded from outside. Honours prefers-reduced-motion and freezes on the Framer canvas.