#How to create text knockout effect with gradient lava lamp?
19 messages · Page 1 of 1 (latest)
Failed in what way? What was your hope/expectation and what happened?
I see blue text on a black background (which I presume is actually the foreground) and blue text on a white background (likewise)? Which of those is wrong and why? Can you put up a JSFiddle showing the effect you get?
I may be a little confused — that code explicitly sets colors for both light and dark modes?
<h1 class="text-8xl font-extrabold
tracking-tight leading-none
text-black bg-white mix-blend-screen
dark:text-white dark:bg-neutral-900 dark:mix-blend-multiply"
If you don't want the external rectangle to be a different color, why are you setting it to different colors? (bg-white vs. bg-neutral-900). Backing up just a little bit — what do you want the behavior to be in dark mode, and what do you want it to be in light mode?
I guess, what artifacts? I see literally exactly that above. The surrounding color is dark on one side, white on the other?
(I promise, I'm not trying to be combative; I'm genuinely trying to understand the question and am terribly confused. :/ )
Ahhh! I see.
Subtle. Yeah, that makes sense.
Hrm. So, I admit that I know very very little about it, but I think the problem here might be with Svelte. It looks to me like the blend modes you're using are all RGB-based, rather than RGBA. If you use normal blend mode but manually force the text alpha to be zero, that should work.
(But I had a hard time figuring out how to use rgba colors in Svelte)
Yeah.
I'm not either. I feel like you shouldn't be doing any explicit blending at all here and just let the alpha handle it all but again, I don't know how I'd do that with those frameworks.
I think given that you're going for a lava-lamp look I'd use some exponential-falloff SDFs to do it and pass the positions of the blobs in as uniforms that get updated over in the main code every frame.
https://realtimevfx.com/t/lava-lamp-with-raymarching-signed-distance-functions-in-unity/1758 is very close to what you want particularly geometrically.
Hey Everyone, I’ve been learning some volumetric rendering techniques. I think raymarching will become increasingly relevant to real time vfx as time goes on. In any case, this is a quick attempt to use these techniques to hit a visual target. I’m excited to try more applications of the technique in the future. Thanks for taking a look! Je...
same
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