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Real-time WebGPU jelly slice physics demo with citrus materials

Real-time WebGPU jelly slice physics demo with citrus materials is a 17-second Claude Opus motion design reference by @vib3coded, built around WebGPU. GOAL: Build "Citrus Jelly" — a single self-contained HTML file (inline JS/CSS, no libraries) with a real-time WebGPU soft-body jelly… Copy this UI motion prompt, keep the creator's frame counts and palette, and adapt the subject for your own launch film.

@vib3codedView post

Prompt

GOAL: Build "Citrus Jelly" — a single self-contained HTML file (inline JS/CSS, no libraries) with a real-time WebGPU soft-body jelly shaped like a half-moon citrus slice that the user can grab, stretch and let go. MOTION: Object - A rounded half-moon slice: half-disk profile extruded into a thick slab with softly rounded edges; flat cut edge on the bottom, arc on top. - Three material zones by radius: translucent fruit flesh inside, a pale pith band, and a thin glossy rind along the arc (the cut edge is all flesh). - Inside the jelly: thin milky radial membranes between the segments (inset from both faces), a few seeds, small air bubbles with a faint rim and a pin-point highlight, and tiny sub-surface glints like sugar crystals. Physics (XPBD tetrahedral soft body) - Mesh: 2D Bowyer–Watson Delaunay of the profile, extruded into prisms and split into tets. Render mesh embedded in sim tets with barycentric coordinates. - Constraints: - co-rotational per-tet shape matching (warm-started quaternion, Müller 2016), which recovers inverted tets; - tet volume constraints for near-incompressibility; - hard edge strain limits (max 1.8×, min 0.35× rest length). - Fixed timestep, "small steps" XPBD (many substeps, 1 iteration each). - Damping: relative-velocity damping along edges, light air drag, and settling that bleeds off residual jitter. - Floor contact with Coulomb-style positional friction (static and kinetic). Never crush the held patch into the floor; lift the patch instead. - Grab and pull: - pick a surface point with the mouse or touch; - the patch around it is attached softly; - reach is bounded, so stretching is strong but never unbounded; - on release the slice wobbles back. - Safety: reset gently if any value becomes NaN. Rendering (WebGPU / WGSL) - Procedural photo studio: pale cyclorama paper sweep, overhead softbox, back-left strip light, front-right fill card. - Jelly material: - refraction of the scene through the slice; - view-ray thickness from a back-face depth pass, used for Beer–Lambert absorption; - Fresnel studio reflections and a key highlight. - Soft PCSS-style floor shadows, tinted by the jelly color. - Post: exposure, Khronos PBR Neutral tone mapping, sRGB, dither. Optional mesh-overlay debug view. UI (minimal editorial style, English) - Corner label "Material Studies / No. 010", big title "Citrus / Jelly.", hint "Grab. Stretch. Let go." - Variety swatches: Orange, Blood Orange, Lemon. Each changes the flesh, pith and rind colors. - Sliders: Firmness (log-mapped edge compliance) and Internal damping. - Buttons: - "Give it a nudge": a small hop with a twist; - Reset; - Pause. - Keys: Space to pause, N to nudge, R to reset. - Fallback screen "This slice needs WebGPU." when the browser has no WebGPU. - Responsive: works on mobile with touch and no horizontal scroll.
Author original
Build "Citrus Jelly" — a single self-contained HTML file (inline JS/CSS, no libraries) with a real-time WebGPU soft-body jelly shaped like a half-moon citrus slice that the user can grab, stretch and let go. Object - A rounded half-moon slice: half-disk profile extruded into a thick slab with softly rounded edges; flat cut edge on the bottom, arc on top. - Three material zones by radius: translucent fruit flesh inside, a pale pith band, and a thin glossy rind along the arc (the cut edge is all flesh). - Inside the jelly: thin milky radial membranes between the segments (inset from both faces), a few seeds, small air bubbles with a faint rim and a pin-point highlight, and tiny sub-surface glints like sugar crystals. Physics (XPBD tetrahedral soft body) - Mesh: 2D Bowyer–Watson Delaunay of the profile, extruded into prisms and split into tets. Render mesh embedded in sim tets with barycentric coordinates. - Constraints: - co-rotational per-tet shape matching (warm-started quaternion, Müller 2016), which recovers inverted tets; - tet volume constraints for near-incompressibility; - hard edge strain limits (max 1.8×, min 0.35× rest length). - Fixed timestep, "small steps" XPBD (many substeps, 1 iteration each). - Damping: relative-velocity damping along edges, light air drag, and settling that bleeds off residual jitter. - Floor contact with Coulomb-style positional friction (static and kinetic). Never crush the held patch into the floor; lift the patch instead. - Grab and pull: - pick a surface point with the mouse or touch; - the patch around it is attached softly; - reach is bounded, so stretching is strong but never unbounded; - on release the slice wobbles back. - Safety: reset gently if any value becomes NaN. Rendering (WebGPU / WGSL) - Procedural photo studio: pale cyclorama paper sweep, overhead softbox, back-left strip light, front-right fill card. - Jelly material: - refraction of the scene through the slice; - view-ray thickness from a back-face depth pass, used for Beer–Lambert absorption; - Fresnel studio reflections and a key highlight. - Soft PCSS-style floor shadows, tinted by the jelly color. - Post: exposure, Khronos PBR Neutral tone mapping, sRGB, dither. Optional mesh-overlay debug view. UI (minimal editorial style, English) - Corner label "Material Studies / No. 010", big title "Citrus / Jelly.", hint "Grab. Stretch. Let go." - Variety swatches: Orange, Blood Orange, Lemon. Each changes the flesh, pith and rind colors. - Sliders: Firmness (log-mapped edge compliance) and Internal damping. - Buttons: - "Give it a nudge": a small hop with a twist; - Reset; - Pause. - Keys: Space to pause, N to nudge, R to reset. - Fallback screen "This slice needs WebGPU." when the browser has no WebGPU. - Responsive: works on mobile with touch and no horizontal scroll.

Questions

What is this ui motion prompt for?

It is a Claude Opus motion design brief for “Real-time WebGPU jelly slice physics demo with citrus materials”. Paste it into Claude and keep the timings already written in the prompt.

Where is the original film?

The creator is @vib3coded. Use View post to open the X video this prompt belongs to.

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