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模型创作者Seedance 2.5Seedance 2.0GPT Image 2GeminiNano Banana ProClaudeClaude Opus 5.5Grok ImagineVeoKling 可灵Qwen ImageGPT Image 1.5MiniMax H3
噪点背景

噪点背景

创作者 · Aceternity UI

AI 编程(UI)Aceternity UI收录 2026/08/13已有人复测#not-rerun#web-ui
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#motion-3d
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Prompt

复刻提示词保留原文,另附运行环境、素材与验收要求;附加说明不是原作者原话。

// components/ui/noise-background.tsx
"use client";

import { cn } from "@/lib/utils";
import {
  motion,
  useAnimationFrame,
  useMotionTemplate,
  useMotionValue,
  useSpring,
  useTransform,
  MotionValue,
} from "motion/react";
import { useEffect, useRef } from "react";

// Helper component for gradient layers
function GradientLayer({
  springX,
  springY,
  gradientColor,
  opacity,
  multiplier,
}: {
  springX: MotionValue<number>;
  springY: MotionValue<number>;
  gradientColor: string;
  opacity: number;
  multiplier: number;
}) {
  const x = useTransform(springX, (val) => val * multiplier);
  const y = useTransform(springY, (val) => val * multiplier);
  const background = useMotionTemplate`radial-gradient(circle at ${x}px ${y}px, ${gradientColor} 0%, transparent 50%)`;

  return (
    <motion.div
      className="absolute inset-0"
      style={{
        opacity,
        background,
      }}
    />
  );
}

interface NoiseBackgroundProps {
  children?: React.ReactNode;
  className?: string;
  containerClassName?: string;
  gradientColors?: string[];
  noiseIntensity?: number;
  speed?: number;
  backdropBlur?: boolean;
  animating?: boolean;
}

export const NoiseBackground = ({
  children,
  className,
  containerClassName,
  gradientColors = [
    "rgb(255, 100, 150)",
    "rgb(100, 150, 255)",
    "rgb(255, 200, 100)",
  ],
  noiseIntensity = 0.2,
  speed = 0.1,
  backdropBlur = false,
  animating = true,
}: NoiseBackgroundProps) => {
  const containerRef = useRef<HTMLDivElement>(null);
  const x = useMotionValue(0);
  const y = useMotionValue(0);

  // Use spring animation for smooth movement
  const springX = useSpring(x, { stiffness: 100, damping: 30 });
  const springY = useSpring(y, { stiffness: 100, damping: 30 });

  // Transform for top gradient strip
  const topGradientX = useTransform(springX, (val) => val * 0.1 - 50);

  const velocityRef = useRef({ x: 0, y: 0 });
  const lastDirectionChangeRef = useRef(0);

  // Initialize position to center
  useEffect(() => {
    if (!containerRef.current) return;

    const container = containerRef.current;
    const rect = container.getBoundingClientRect();
    const centerX = rect.width / 2;
    const centerY = rect.height / 2;
    x.set(centerX);
    y.set(centerY);
  }, [x, y]);

  // Generate random velocity
  const generateRandomVelocityRef = useRef(() => {
    const angle = Math.random() * Math.PI * 2;
    const magnitude = speed * (0.5 + Math.random() * 0.5); // Random speed between 0.5x and 1x
    return {
      x: Math.cos(angle) * magnitude,
      y: Math.sin(angle) * magnitude,
    };
  });

  // Update generateRandomVelocity when speed changes
  useEffect(() => {
    generateRandomVelocityRef.current = () => {
      const angle = Math.random() * Math.PI * 2;
      const magnitude = speed * (0.5 + Math.random() * 0.5);
      return {
        x: Math.cos(angle) * magnitude,
        y: Math.sin(angle) * magnitude,
      };
    };
    velocityRef.current = generateRandomVelocityRef.current();
  }, [speed]);

  // Animate using motion/react's useAnimationFrame
  useAnimationFrame((time) => {
    if (!animating || !containerRef.current) return;

    const rect = containerRef.current.getBoundingClientRect();
    const maxX = rect.width;
    const maxY = rect.height;

    // Change direction randomly every 1.5-3 seconds
    if (time - lastDirectionChangeRef.current > 1500 + Math.random() * 1500) {
      velocityRef.current = generateRandomVelocityRef.current();
      lastDirectionChangeRef.current = time;
    }

    // Update position based on velocity (deltaTime is ~16ms per frame at 60fps)
    const deltaTime = 16; // Approximate frame time
    const currentX = x.get();
    const currentY = y.get();

    let newX = currentX + velocityRef.current.x * deltaTime;
    let newY = currentY + velocityRef.current.y * deltaTime;

    // When hitting edges, generate a completely new random direction
    // This ensures truly random movement in all 360 degrees, not just horizontal/vertical
    const padding = 20; // Keep some distance from edges

    if (
      newX < padding ||
      newX > maxX - padding ||
      newY < padding ||
      newY > maxY - padding
    ) {
      // Generate completely random direction (full 360 degrees)
      const angle = Math.random() * Math.PI * 2;
      const magnitude = speed * (0.5 + Math.random() * 0.5);
      velocityRef.current = {
        x: Math.cos(angle) * magnitude,
        y: Math.sin(angle) * magnitude,
      };
      // Reset timer to allow immediate new direction
      lastDirectionChangeRef.current = time;
      // Clamp position to stay within bounds
      newX = Math.max(padding, Math.min(maxX - padding, newX));
      newY = Math.max(padding, Math.min(maxY - padding, newY));
    }

    x.set(newX);
    y.set(newY);
  });

  return (
    <div
      ref={containerRef}
      className={cn(
        "group relative overflow-hidden rounded-2xl bg-neutral-200 p-2 backdrop-blur-sm dark:bg-neutral-800",
        "shadow-[0px_0.5px_1px_0px_var(--color-neutral-400)_inset,0px_1px_0px_0px_var(--color-neutral-100)]",
        "dark:shadow-[0px_1px_0px_0px_var(--color-neutral-950)_inset,0px_1px_0px_0px_var(--color-neutral-800)]",
        backdropBlur &&
          "after:absolute after:inset-0 after:h-full after:w-full after:backdrop-blur-lg after:content-['']",
        containerClassName,
      )}
      style={
        {
          "--noise-opacity": noiseIntensity,
        } as React.CSSProperties
      }
    >
      {/* Moving gradient layers */}
      <GradientLayer
        springX={springX}
        springY={springY}
        gradientColor={gradientColors[0]}
        opacity={0.4}
        multiplier={1}
      />
      <GradientLayer
        springX={springX}
        springY={springY}
        gradientColor={gradientColors[1]}
        opacity={0.3}
        multiplier={0.7}
      />
      <GradientLayer
        springX={springX}
        springY={springY}
        gradientColor={gradientColors[2] || gradientColors[0]}
        opacity={0.25}
        multiplier={1.2}
      />

      {/* Top gradient strip */}
      <motion.div
        className="absolute inset-x-0 top-0 h-1 rounded-t-2xl opacity-80 blur-sm"
        style={{
          background: `linear-gradient(to right, ${gradientColors.join(", ")})`,
          x: animating ? topGradientX : 0,
        }}
      />

      {/* Static Noise Pattern */}
      <div className="pointer-events-none absolute inset-0 overflow-hidden">
        <img
          src="https://assets.aceternity.com/noise.webp"
          alt=""
          className="h-full w-full object-cover opacity-[var(--noise-opacity)]"
          style={{ mixBlendMode: "overlay" }}
        />
      </div>

      {/* Content */}
      <div className={cn("relative z-10", className)}>{children}</div>
    </div>
  );
};
≡溯源 · 已核对已发布案例的 prompt 均经人工核对与原帖一致;平台逆向重构的 prompt 不予收录。核对原帖 ↗

适用模型与稳定度

建议模型

待补充模型
稳定度
85 / 100
成本
中
对应 Skill3D / 动效 Hero ↗

多人复现

1 个人用同一段 Prompt 跑出了自己的作品。

复现作品 · 非作者原作
卡尔
复现者卡尔
2026年10月15日
卡尔 的复现作品打开复现作品 ↗
glm-5.3

GLM-5.3 单次生成;Codex 人工修复运行依赖、必要源码及移动布局,未重新生成。桌面/手机真实渲染和资源检查通过;完整功能与视觉还原尚未全部验收。源码、截图和修复记录见复现出处。

复现出处 ↗

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