
Loading…
Loading…

Creator · Aceternity UI
The reproduction prompt keeps the original and adds runtime, asset and acceptance requirements. These additions are not the author’s words.
// 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>
);
};Models & stability
Recommended models
Independent reproductions
Open reproduction ↗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。
Reproduction source ↗Keep exploring

Copy this TSX component source into an AI coding tool such as Cursor, v0, or Claude, and tell it this is the Aceternity UI 3D Animated Pin component. It can then wire it into your React project, and you can swap the copy, colors, and trigger parameters to reuse it.
Prompt
// components/ui/3d-pin.tsx "use client"; import React, { useState } from "react"; import { motion } from "motion/react"; import { cn } from "@/lib/utils"; export const PinContainer = ({ children, title, href, className, containerClassName…

Copy this TSX component source into an AI coding tool such as Cursor, v0, or Claude, and tell it this is the Aceternity UI 3D Globe component. It can then wire it into your React project, and you can swap the copy, colors, and trigger parameters to reuse it.
Prompt
// components/ui/3d-globe.tsx "use client"; import React, { useRef, useMemo, useState, useCallback, Suspense } from "react"; import { Canvas, useFrame, useThree } from "@react-three/fiber"; import { OrbitControls, Html, useTexture } from "…

Copy this TSX component source into an AI coding tool such as Cursor, v0, or Claude, and tell it this is the Aceternity UI 3D Marquee component. It can then wire it into your React project, and you can swap the copy, colors, and trigger parameters to reuse it.
Prompt
// components/ui/3d-marquee.tsx "use client"; import { motion } from "motion/react"; import { cn } from "@/lib/utils"; export const ThreeDMarquee = ({ images, className, }: { images: string[]; className?: string; }) => { // Split the image…
Same creator
Each detail page keeps the original result, the prompt, and retest evidence in one reading path.