Noisy strokes material

Back to experiment mode, learning new stuff creating wired things :slight_smile:

I built a WebGL/Three.js shader project called Noisy Strokes: a 3D mesh covered in procedural RGB stroke bands with animated noise distortion and smooth state-to-state transitions. Everything is shader-driven (GLSL), with GSAP controlling transition timing. The goal is a mix of graphic hard-edge strokes and organic, grainy motion in real time.

I implemented this effect on my homepage as well—scroll down to see it. Pure madness!:slight_smile:
https://fwdapps.net/

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This looks really cool!

I like the contrast between the hard graphic strokes and the organic noise motion. That mix of structured bands with procedural distortion creates a really unique visual style. Using GLSL shaders to drive everything and then orchestrating transitions with GSAP is a great approach for keeping the effect smooth and fully GPU-driven.

Also nice work integrating it directly into a homepage experience. Effects like this are a great example of how Three.js can move beyond typical 3D scenes and into more graphic / generative visual design territory.

The RGB stroke separation combined with animated noise gives it almost a procedural brush / glitch painting feel, which is really interesting in motion. I can imagine this technique being extended to things like interactive materials, audio-reactive visuals, or generative art pieces.

Really fun experiment, thanks for sharing!

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