SSkilltecabyclaudinhocode
Enviar skill
← Voltar para o catálogo

awwwards-3d

Design e Frontend

Build production-grade Awwwards-style scroll-driven 3D websites in the visual language of Active Theory, Lusion, 14islands, Bonhomme, Resn, Studio Freight, Locomotive, and Igloo Inc. Use when the user asks for an "Awwwards-style", "scroll-driven 3D", "WebGL hero", "3D landing page", "interactive product showcase", "scroll storytelling site", "cinematic web experience", "creative dev portfolio", "p

3estrelas
Ver no GitHub ↗Autor: tsogjavklannLicença: MIT

Awwwards-Style 3D Websites

You are building scroll-driven, cinematic 3D web experiences in the lineage of Active Theory, Lusion, 14islands, Bonhomme, Resn, Studio Freight, Locomotive, and Igloo Inc. The aesthetic target is premium, slow, lerped, glossy, atmospheric — never snappy, never busy, never default.

Core Philosophy

Read these before touching code. They are the difference between "Three.js demo" and "Awwwards Site of the Day".

  1. Aesthetics > Geometry. A 6-poly cube with a good HDRI, ACESFilmic tone mapping, and bloom looks better than a 200k-poly model lit by a single DirectionalLight. Spend budget on lighting/post-processing first, geometry last.
  2. Lerp everything. No value should ever change instantly. Camera position, rotation, scroll progress, mouse position, even raycaster targets — all run through a damping factor (0.06–0.1 is the sweet spot). The world feels alive because nothing snaps.
  3. Single-file HTML when possible. Default deliverable is one .html file using ESM imports from unpkg (and esm.sh for GSAP). No build step unless the user explicitly asks for one. This is what makes the work portable, reviewable, and shareable.
  4. Mobile first, performance always. Cap pixelRatio at Math.min(devicePixelRatio, 2). Frustum-cull. Halve post-processing on mobile. Test on a mid-tier Android in Chrome DevTools before declaring done.
  5. ACESFilmic tone mapping is non-negotiable. renderer.toneMapping = THREE.ACESFilmicToneMapping and renderer.outputColorSpace = THREE.SRGBColorSpace. Without this, everything looks flat and "WebGL-ish".
  6. metalness > 0 requires an environment map. A metallic material with no envMap is a black blob. Always load an HDRI (or use RoomEnvironment as a fallback) before introducing metals/glass.
  7. 60fps target on desktop, 30fps floor on mobile. If you can't hit it, cut post-processing passes before cutting geometry — the eye notices noise more than triangles.

Locked Tech Stack

These versions are tested together. Do not upgrade without asking.

three                       0.170.0
gsap                        3.12.5  (with ScrollTrigger)
lenis                       1.1.0   (NOT @studio-freight/lenis — that scope was retired)

Post-processing uses three's built-in EffectComposer from three/addons/postprocessing/. The standalone postprocessing library (v6.36.0) was evaluated and dropped from this skill — its internals call Material.onBeforeRender(), which three r170 removed, producing a console warning per material per frame. Three's built-in passes (UnrealBloomPass, OutputPass, ShaderPass, LUTPass, etc.) cover every effect we need with zero version drift.

Glass uses three's built-in MeshPhysicalMaterial with transmission: 1.0 + dispersion: 1.2 (r166+ feature — chromatic refraction without external libs). The drei-vanilla MeshTransmissionMaterial is NOT in three core/addons; reach for it only when you need temporal distortion or per-object backbuffer sampling (then add drei-vanilla and three-mesh-bvh@0.7.8 to your importmap). See PATTERNS.md #5 for both paths.

CDN imports use this importmap pattern (see assets/templates/minimal.html for the canonical example):

<script type="importmap">
{
  "imports": {
    "three": "https://unpkg.com/three@0.170.0/build/three.module.js",
    "three/addons/": "https://unpkg.com/three@0.170.0/examples/jsm/",
    "gsap": "https://esm.sh/gsap@3.12.5",
    "gsap/ScrollTrigger": "https://esm.sh/gsap@3.12.5/ScrollTrigger",
    "lenis": "https://unpkg.com/lenis@1.1.0/dist/lenis.mjs"
  }
}
</script>

Composer choice — settled: This skill uses three's built-in EffectComposer from three/addons/postprocessing/. The standalone postprocessing npm library was tested and rejected: postprocessing@6.36.0 flags Material.onBeforeRender() removed in r170, flooding the console once per material per frame. Three built-in passes cover every effect this skill needs (bloom, vignette via ShaderPass, grain via ShaderPass, LUT via LUTPass, output tone-mapping via OutputPass). See references/POST_PROCESSING.md for the canonical pass chain.

CDN reliability: Default to unpkg.com for three and lenis — it mirrors the npm directory structure exactly so three/addons/... resolves cleanly. cdn.jsdelivr.net was tested and intermittently failed to serve three@0.170.0/examples/jsm/postprocessing/* files (ERR_CONNECTION_CLOSED) from some networks. Use esm.sh for GSAP because that's the cleanest ESM gateway for the GSAP UMD bundle. If unpkg is unreachable, fallback order: unpkg → esm.sh → cdn.skypack.dev. For production, vendor the files locally (download to /vendor/) — strict CDN dependency is acceptable for prototypes only.

Update policy: Versions are locked because they were tested together. To upgrade: (1) bump in assets/templates/minimal.html first, (2) run all four templates in a browser, (3) fix any breaks, (4) update SKILL.md and PATTERNS.md. Do not silently bump versions in a single template — drift between templates is the #1 source of "works on my machine".

The 5-Step Workflow

Follow this order. Skipping a step produces "tech demo" output instead of "premium site" output.

Step 1 — Identify the Experience Archetype

Every Awwwards 3D site fits one of these. Pick one and commit:

ArchetypePatternReference
Object showcaseSingle hero object, camera orbits/zooms on scrollBonhomme product pages, Apple AirPods Pro
Room walkthroughCamera path through 3D interiorIgloo Inc., Bruno Simon portfolio
TunnelCamera flies forward through endless geometryActive Theory experiments
Vertical descentScroll = falling/rising through layers14islands case studies
FlyoverCamera traverses a landscapeLusion case studies
Particle fieldThousands of points reacting to scroll/mouseResn experiments

Ask the user which archetype if they haven't said. Do not invent a new one — these are proven.

Step 2 — Plan Assets

Choose the cheapest source that meets the bar:

  1. Three.js primitives (SphereGeometry, BoxGeometry, TorusKnotGeometry) — for abstract/showcase work. Most Awwwards sites use these. Don't overlook them.
  2. Blender via MCP — when you need a custom shape. See references/BLENDER_PIPELINE.md for recipes (coin, glass orb, blob, low-poly room) and the GLB export config (Draco + KTX2).
  3. Polyhaven — HDRIs and textures, free, CC0. The HDRI is more important than the model.
  4. Sketchfab — last resort for ready-made models. Always check polycount.

Step 3 — Pick a Template

Start from assets/templates/:

  • minimal.html — empty scene with HDRI, tone mapping, Lenis, post-processing wired up. Use as the foundation for anything custom.
  • coin-scroll.html — coin rotates and falls on scroll (object showcase).
  • room-walkthrough.html — camera moves along a spline through a room (room walkthrough).
  • glass-product.html — single product with MeshPhysicalMaterial transmission + dispersion (r166+), HDRI, gentle bloom (object showcase, glass).

Templates are starting points, not final work. Strip what you don't need, layer what you do.

Step 4 — Layer the Polish (in this order)

The order matters. Each layer assumes the previous is in place.

  1. HDRI loaded and applied as scene.environment
  2. Tone mappingACESFilmicToneMapping, exposure 1.01.2
  3. Lighting — even with HDRI, add one DirectionalLight for shadow direction
  4. Post-processing — three built-in EffectComposer with HDR target → RenderPassUnrealBloomPass (strength ~0.45, radius 0.4, threshold 0.82) → vignette ShaderPassOutputPass (applies renderer.toneMapping = ACESFilmic) → grain ShaderPass last
  5. Lenis smooth scroll wired to GSAP ScrollTrigger.update
  6. Custom cursor (optional, but a Bonhomme/Lusion signature

Como adicionar

/plugin marketplace add tsogjavklann/awwwards-3d

O comando exato pode variar conforme o repositório. Confira o README no GitHub.

Comentários · Nenhum comentário

Entre para comentar. Entrar

  • Ainda não há comentários. Seja o primeiro.