I really dislike how the dribbble/envato style somehow escaped containment into Claude and now I’m seeing it everywhere mixed with mediocre design layouts. I think to myself that maybe stuff like this will help counteract that but then I see it in use with 12px typography (the kubernetes 3D dashboard thing) and I recoil in horror. Please consider this a PSA: Claude doesn’t understand UX or good design principles out…
Ambient CSS v3 – Blender meets CSS
61–70 of 104 posts
Re: Ambient CSS v3 – Blender meets CSS
#62I love the concept but (at least on mobile Safari) most of it feels unusable.
Re: Ambient CSS v3 – Blender meets CSS
#63I really dislike how the dribbble/envato style somehow escaped containment into Claude and now I’m seeing it everywhere mixed with mediocre design layouts. I think to myself that maybe stuff like this will help counteract that but then I see it in use with 12px typography (the kubernetes 3D dashboard thing) and I recoil in horror. Please consider this a PSA: Claude doesn’t understand UX or good design principles out…
Pro-tip: ask Claude (or Claude Design) to reference the Apple HIG https://developer.apple.com/design/human-interface-guideline... and then review your interfaces
Re: Ambient CSS v3 – Blender meets CSS
#64I really dislike how the dribbble/envato style somehow escaped containment into Claude and now I’m seeing it everywhere mixed with mediocre design layouts. I think to myself that maybe stuff like this will help counteract that but then I see it in use with 12px typography (the kubernetes 3D dashboard thing) and I recoil in horror. Please consider this a PSA: Claude doesn’t understand UX or good design principles out…
What's a good example that comes to mind for you of it done right? I don't do much frontend so I think I just uncritically accept whatever design is put in front of me.
Re: Ambient CSS v3 – Blender meets CSS
#65Nitpick, but elevation would make much more sense if you assumed a base plane + set a perspective, and then translate3d'd upwards on the Z axis. It would grow the size of the element as well. Saying that, probably annoying to work with transformed DOM nodes, but the background being the only thing moving in the "bounce" example just stood out to me as weird. Also, the texures seem to be just gradients or embedded tex…
The docs have a page where the lighting and camera setup is explained with an actual threejs 3d scene - https://kikkupico.github.io/ambientcss/guide/concept/#how-it... . Hope it helps!
Regarding the textures, they respond to lighting but not especially well. In the demo app, you can scroll to the materials page and use the theme switcher at the top to see how the texture respond.
Re: Ambient CSS v3 – Blender meets CSS
#66I love the concept but (at least on mobile Safari) most of it feels unusable.
P.S: I agree knob controls in general are terrible UX. A real knob is usually turned with two fingers and the way on-screen knobs are operated is nothing like that.
Re: Ambient CSS v3 – Blender meets CSS
#67Reminds me of VST GUIs, looks great! But, like other commenters have noted, I think a number of these controls might be desktop only, which is totally fine. There’s too much UI stuff centered around mobile anyway these days
> Reminds me of VST GUIs I was thinking the same thing. And I was also thinking, now that Ableton Live has a JavaScript toolkit [1], maybe this Ambient CSS could be useful in that context. I’m still on Ableton Live 11 so the Ableton Live Extensions SDK is not available for me. Therefore I cannot try this idea myself yet. [1]: https://www.ableton.com/en/blog/introducing-extensions-sdk/
I was pretty disappointed when I saw that, but they’ll probably expand it
Re: Ambient CSS v3 – Blender meets CSS
#68Earlier quoted context omitted.
> Reminds me of VST GUIs I was thinking the same thing. And I was also thinking, now that Ableton Live has a JavaScript toolkit [1], maybe this Ambient CSS could be useful in that context. I’m still on Ableton Live 11 so the Ableton Live Extensions SDK is not available for me. Therefore I cannot try this idea myself yet. [1]: https://www.ableton.com/en/blog/introducing-extensions-sdk/
From what I remember reading it was pretty limited and only applied to context menu actions. I was pretty disappointed when I saw that, but they’ll probably expand it
It being pretty limited is also part of the reason why I’ve not yet decided if I should pay for the upgrade from 11 to 12, or if I should wait it out until say Ableton Live 13 or 14 or 15 comes out.
I have the Suite version, so if I upgrade it will be a pretty expensive upgrade. Although, I did see that they also have a rent-to-own option to pay little by little over several months. And then there is also the possibility of discounts on Black Friday and Cyber Monday, which is only a couple of months away.
Also there is still a lot of content and capabilities in Ableton Live Suite 11 that I haven’t even made use of yet, including the full M4L that comes included with Suite. So even if I were to wait years before upgrading I wouldn’t run out of things to learn about the version I currently have anytime soon :)
Re: Ambient CSS v3 – Blender meets CSS
#69Nitpick, but elevation would make much more sense if you assumed a base plane + set a perspective, and then translate3d'd upwards on the Z axis. It would grow the size of the element as well. Saying that, probably annoying to work with transformed DOM nodes, but the background being the only thing moving in the "bounce" example just stood out to me as weird. Also, the texures seem to be just gradients or embedded tex…
Orthographic projection was chosen here deliberately - that's why elevation makes no difference to the size of the object but changes the shadow. Perspective projection won't work well with scrolling because the angle of the object would have to subtly change when the user scrolls. Orthographic projection doesn't need to handle that. The docs have a page where the lighting and camera setup is explained with an actual…
Re: Ambient CSS v3 – Blender meets CSS
#70Earlier quoted context omitted.
Orthographic projection was chosen here deliberately - that's why elevation makes no difference to the size of the object but changes the shadow. Perspective projection won't work well with scrolling because the angle of the object would have to subtly change when the user scrolls. Orthographic projection doesn't need to handle that. The docs have a page where the lighting and camera setup is explained with an actual…
I'm sorry but that's just slop. The elevation in the actual CSS makes the shadow progressively lighter (technically correct, thought the proportions look very wrong, 2 is too dark), while the 3D model has it constant. There is nothing in this 'camera and lighting setup' that was translated to the styles.