3D Mark Lab
This lab tests one question before detailed modelling begins: does the canonical 2D identity remain convincing when it acquires depth, material, light, and movement?
Live WebGL2 study
3D Mark Lab
Canonical SVG artwork becomes a shaded dimensional relief without changing its silhouette or tesserae.
What to evaluate
Section titled “What to evaluate”Recognition
Section titled “Recognition”Turn the mark until the side wall becomes visible, then return it to the front. The identity should remain obvious throughout the useful camera range. If it only works square-on, reduce depth or revise the production geometry—not the canonical face.
Tesserae
Section titled “Tesserae”The mosaic must remain structural. Check that highlights do not wash the cells into one flat gradient and that dark side walls do not close gaps inside the motif.
Material
Section titled “Material”Smalti glass is the signature study. Ceramic tests a calmer, more editorial object. Metal tests whether the form remains recognisable when reflectance becomes stronger. Metal is an evaluation mode, not a universal recommendation.
Motion
Section titled “Motion”The default movement is deliberately slow and pauses when the lab leaves the viewport. Dragging temporarily takes control. Reduced-motion preferences start the study in a still state.
Why the lab uses native GLSL
Section titled “Why the lab uses native GLSL”The documentation site does not need a scene framework to test a single relief. A dependency-free WebGL2 component keeps the experiment close to the rendering model and avoids adding a large client bundle to every documentation page.
Product implementations should use the framework appropriate to their host:
- plain Three.js for Astro and framework-neutral pages;
- React Three Fiber where the product is already React-based;
- TSL for a shared WebGPU/WebGL material layer;
- Blender and GLB for woven, sculpted, or carefully animated master assets.
See 3D mark system for the complete geometry, material, motion, export, and accessibility contract.
Prototype boundaries
Section titled “Prototype boundaries”The current renderer intentionally uses a 2.5D layered extrusion:
SVG colour + alpha ↓1024 × 1024 browser texture ↓32 shifted depth layers ↓bevel normal + material lighting ↓static SVG fallbackThis approach provides exact face artwork and fast iteration. It cannot reveal true rear topology, cast physically accurate self-shadow, or produce a GLB. Those concerns belong in the next production layer.
Next production milestone
Section titled “Next production milestone”The first authored models should be:
- Greenways, to establish the shared convergence point and calm five-plane construction.
- Hestia, to establish the glass and internal-light language.
- Hoplite, to establish machined relief and edge precision.
Once those three agree on camera, scale, side-wall treatment, and fallback behaviour, Hodos, Historia, Tahto, Ignatius, Visual Language, and Statstrade can use the same delivery contract without becoming visually identical.