Hey everyone,
I’m building an interactive voice agent for a SaaS platform and I need a talented developer to help me polish a specific 3D React component.
The Task: I have the boilerplate ready (React Three Fiber). I need a developer to focus on the Material Shader and Audio-reactivity for a central “Obsidian Orb” component.
Requirements:
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Expertise in React Three Fiber (R3F) and WebGL.
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Ability to create a clean, premium “Glassmorphism” effect (using MeshTransmissionMaterial or custom shaders).
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Experience with Audio-reactive animations (mapping frequency data to object scaling/emissive properties).
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Performance-first: This needs to run at 60fps on mobile.
Why this is a quick win:
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The architecture/boilerplate is already written.
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This is a single-component task (no full-site build).
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I have a clear visual target and existing code base to iterate on.
If you are a Creative Dev who loves working with shaders and wants to pick up a quick freelance task, please DM me with a link to your portfolio/showcase.
Thanks!
3 Likes
Hi David, this is squarely in our lane. The hero on unilostudio.com is our own custom Three.js scene: wireframe icosahedron with custom edge materials, a particle field and mouse parallax, tuned to run at 60fps on mobile with capped pixelRatio. Glassmorphism with MeshTransmissionMaterial and audio reactive emissive and scale mapping are both things we ship in production. Senior dev, fixed price for the single component, fast turnaround. I tried to DM but your profile is set to private, so leaving this here. Happy to scope it in a quick chat whenever suits you.
Hi David,
This is Franky Hung and I’m very interested in your project. I’ve been a creative developer specializing in R3F, WebGL, Three.js for several years. I’ve been playing with a sphere demo that I think fits your aesthetic requirements, and it’s very performant because MeshTransmissionMaterial isn’t even needed.
- This sphere is built with custom shader materials
- together with the particles and aurora effects, the scene is rendered in 3 pass: prepass for inner-orb contents, midpass for depth blur, finalpass for refraction + chromatic aberration rendering with the orb
- If you like this design, we could discuss further and I’ll help you brainstorm ways to integrate with the audio frequency data or your existing orb design
Check out my recent projects at https://arkon.digital/, looking forward to collaborate with you, Cheers!
1 Like
Cool brief. I couldn’t resist taking a shot at the orb itself: knapped obsidian material in a single custom GLSL pass (no MeshTransmissionMaterial, it melts mobile GPUs), 3-band mic reactivity (bass drives the scale, voice lights the fracture lines, treble ripples the surface) and 60fps on mobile, with an fps meter in the corner so you can check it on your own phone.
Full write-up and live demo here: Obsidian Orb | Selmène Farhi. You’ll find my other work on the same site, and I have a couple of in-progress experiments I can walk you through as well.
Tried to DM you but my account is too fresh. Feel free to DM me.
Hi David,
I saw your post about the Obsidian Orb. This is the kind of R3F and WebGL work I do. I build interactive 3D interfaces and product configurators, and I am comfortable taking an existing R3F setup and getting the material and animation right.
I would start with a glass or obsidian material, then connect the audio analyser to scale and emissive strength with enough smoothing that it feels alive instead of jittery. I would also check the mobile side early: device pixel ratio, shader cost, and keeping the audio loop out of React state.
My portfolio is here:
If you’re still looking, send me the current component or a screenshot or video of the target look and I can tell you how I would approach it.
Best,
Arief