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Procedural stormy sea scene with ships, waves, lightning, and telemetry HUD

Procedural stormy sea scene with ships, waves, lightning, and telemetry HUD is a 20.8-second Claude Opus motion design reference by @itsfazley, built around Three.js, Web Audio, Physics. GOAL: Build "Storm at Sea" a fully procedural Three.js (r160, ES modules via importmap from jsDelivr) scene, no external… Copy this 3D motion prompt, keep the creator's frame counts and palette, and adapt the subject for your own…

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Prompt

GOAL: Build "Storm at Sea" a fully procedural Three.js (r160, ES modules via importmap from jsDelivr) scene, no external models/textures/audio. MOTION: Modular files: waves, ocean, sky, ship, motion, weather, audio, textures, main. OCEAN: 12-wave Gerstner sum (wavelengths 9–235 m, Hs ≈14 m, deep-water dispersion), identical math in GLSL and JS. Camera-centred polar grid (~560 rings × 512 segs, denser near camera), per-pixel normals + Jacobian, fade small waves by distance. Shading: deep teal body, crest subsurface scatter, Fresnel sky reflection, whitecaps from Jacobian + crest height using Worley-cell foam, wind-row streaks, hull/bow foam + Kelvin wake per ship, exp² fog matched to sky. Add a travelling rogue-wave packet (Gaussian envelope, ~11 m) every ~90 s. SKY: shader dome, 3-layer fbm storm deck, horizon light gap, rain curtains, lightning lights the clouds. PMREM env from the sky for wet metal. SHIP (procedural, highly detailed, ~230 m post-Panamax): lofted hull (bow flare, raked stem, bulbous bow, transom overhang, skeg), canvas-painted hull (antifouling, boot top, plate seams + bump, rust streaks, draft marks, Plimsoll, thruster symbols, name/brand lettering), forecastle with windlasses, chains, anchors, bollards, foremast; breakwater; hatch covers; ~1,500 instanced 20/40 ft containers (corrugated/door textures, weighted colors, AO by tier, varied stack heights); lashing bridges + rods; accommodation tower with lit windows, stairs, lifeboats on davits; enclosed bridge + wings; mast with rotating radars, radomes, antennas; raked elliptical funnel with company band + smoke; rudder + spinning 5-blade propeller; nav lights as additive sprites. Merge static parts per material. Three ships, different liveries. MOTION: heave/pitch/roll as damped oscillators driven by hull-sampled wave heights; bow-slam detection → spray bursts + green water; prop racing when stern lifts. WEATHER: 22k rain streaks wrapped around camera; branching midpoint-displaced lightning ribbons (core + glow, multi-pulse flicker) lighting sky/sea/ship; in-cloud flashes; particles for bow spray, spume torn off crests, funnel smoke. AUDIO (Web Audio, all synthesized): gusting wind + howl resonances, rain with drop transients/plinks, surf bed + random crest crashes, hull slams, thunder with distance-based delay (~1/480 s per m), low-pass and stereo pan, convolution reverb, compressor. Support OfflineAudioContext rendering via a time offset. CAMERA/UI: cinematic shots that auto-cycle (overhead, low side, wide, bow, chase, broadside) + OrbitControls takeover; camera clamped above waves; thunder shake. ACES tone mapping, bloom, desaturate/vignette/grain pass. Intro overlay (sound gate), glass HUD with telemetry (Hs, wind, heading, roll/pitch), sliders (sea state, lightning, rain, volume), buttons/keys R rogue, L strike, C cinematic, M mute
Author original
Build "Storm at Sea" a fully procedural Three.js (r160, ES modules via importmap from jsDelivr) scene, no external models/textures/audio. Modular files: waves, ocean, sky, ship, motion, weather, audio, textures, main. OCEAN: 12-wave Gerstner sum (wavelengths 9–235 m, Hs ≈14 m, deep-water dispersion), identical math in GLSL and JS. Camera-centred polar grid (~560 rings × 512 segs, denser near camera), per-pixel normals + Jacobian, fade small waves by distance. Shading: deep teal body, crest subsurface scatter, Fresnel sky reflection, whitecaps from Jacobian + crest height using Worley-cell foam, wind-row streaks, hull/bow foam + Kelvin wake per ship, exp² fog matched to sky. Add a travelling rogue-wave packet (Gaussian envelope, ~11 m) every ~90 s. SKY: shader dome, 3-layer fbm storm deck, horizon light gap, rain curtains, lightning lights the clouds. PMREM env from the sky for wet metal. SHIP (procedural, highly detailed, ~230 m post-Panamax): lofted hull (bow flare, raked stem, bulbous bow, transom overhang, skeg), canvas-painted hull (antifouling, boot top, plate seams + bump, rust streaks, draft marks, Plimsoll, thruster symbols, name/brand lettering), forecastle with windlasses, chains, anchors, bollards, foremast; breakwater; hatch covers; ~1,500 instanced 20/40 ft containers (corrugated/door textures, weighted colors, AO by tier, varied stack heights); lashing bridges + rods; accommodation tower with lit windows, stairs, lifeboats on davits; enclosed bridge + wings; mast with rotating radars, radomes, antennas; raked elliptical funnel with company band + smoke; rudder + spinning 5-blade propeller; nav lights as additive sprites. Merge static parts per material. Three ships, different liveries. MOTION: heave/pitch/roll as damped oscillators driven by hull-sampled wave heights; bow-slam detection → spray bursts + green water; prop racing when stern lifts. WEATHER: 22k rain streaks wrapped around camera; branching midpoint-displaced lightning ribbons (core + glow, multi-pulse flicker) lighting sky/sea/ship; in-cloud flashes; particles for bow spray, spume torn off crests, funnel smoke. AUDIO (Web Audio, all synthesized): gusting wind + howl resonances, rain with drop transients/plinks, surf bed + random crest crashes, hull slams, thunder with distance-based delay (~1/480 s per m), low-pass and stereo pan, convolution reverb, compressor. Support OfflineAudioContext rendering via a time offset. CAMERA/UI: cinematic shots that auto-cycle (overhead, low side, wide, bow, chase, broadside) + OrbitControls takeover; camera clamped above waves; thunder shake. ACES tone mapping, bloom, desaturate/vignette/grain pass. Intro overlay (sound gate), glass HUD with telemetry (Hs, wind, heading, roll/pitch), sliders (sea state, lightning, rain, volume), buttons/keys R rogue, L strike, C cinematic, M mute

Questions

What is this 3d scenes prompt for?

It is a Claude Opus motion design brief for “Procedural stormy sea scene with ships, waves, lightning, and telemetry HUD”. Paste it into Claude and keep the timings already written in the prompt.

Where is the original film?

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

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