Procedural Ribbon

Shader System - 2026

A procedural ribbon prototype used to test how ribbon trails, branching structures, model-following fields, and wobble-plane motion can be generated in real time.

The work informs ribbon behavior in larger immersive scenes where scroll timing and motion continuity matter.

Role: Shader Development, Motion Prototyping, Procedural Geometry

Stack: Vite, TypeScript, Three.js, GLSL

The project explores several ribbon-generation strategies.

Separate modules handle model ribbon fields, branch ribbon fields, generic ribbon fields, and wobble-plane ribbon fields so different motion languages can be compared.

The ribbon is tuned as a moving object, not a static mesh.

The prototype focuses on continuity, trail feel, and shader-driven surface movement so ribbons can pause, resume, and enter sections without obvious jumps.

View all projects by Alex Dubranov