recipe-blender-membrane / Procedural form

Spectral data membrane

Original FORM//GRAPH synthesis · design proposal

A single subdivided surface becomes the project’s living signature: displaced by a seeded field, tinted by attributes and exported as runtime geometry.

BlenderGeometry NodesglTF

Where it belongs

Best for a hero identity that must morph between states without changing topology.

SOL defines the field contract; Blender Python builds the node group; Kimi mounts the compressed glTF and DOM choreography.

Production sequence

  1. Create a 96 × 64 grid and store normalized UV plus a deterministic seed attribute.
  2. Displace along normals with layered 4D noise; expose amplitude, ridge, frequency and phase.
  3. Map curvature and field value into a four-color spectral ramp; keep roughness high and bloom out.
  4. Export a decimated glTF under 450 KB plus a 1600 px AVIF still and a six-second WebM fallback.
  5. In Three.js, animate only phase and pointer force; freeze when offscreen or reduced motion is active.

Handoff contract

Deliverables
glTF + AVIF + WebM + parameter JSON
Proposed runtime budget
≤ 650 KB first view

This is a production brief, not a downloadable implementation. Budgets are proposed targets; validate them on the intended devices before release.