--- name: 3d-text-depth-layers description: Multiple offset text layers create a stacked 3D shadow / extrusion effect on large typography — more impactful than CSS text-shadow because each layer is a full DOM element. metadata: tags: text, 3d, depth, layers, shadow, typography, stacked, extrusion --- # 3D Text Depth Layers Renders the same text N times at increasing offsets, with back layers translucent and the front layer fully opaque. Creates a physical "stacked extrusion" depth illusion. Distinct from `text-shadow` (which can't have per-layer hue / opacity / animation) — each layer is a real DOM element. ## How It Works - N copies of the same text in a single container - Each copy positioned absolutely with offset `(i * OFFSET_X, i * OFFSET_Y)` - Back layers (high `i`) use translucent or darkened color - Front layer (`i = 0`) is full opacity, full brand color - Optionally: each layer fades in staggered, creating a "building up" depth animation ## HTML ```html
``` ## CSS ```css .scene { position: relative; width: 100%; height: 100%; display: grid; place-items: center; background: {bgColor}; } .depth-stack { position: relative; /* Container size set by the front layer; back layers stack behind */ } .depth-text { font-family: {font}; font-weight: 900; font-size: HERO_FONT_SIZE; letter-spacing: HERO_LETTER_SPACING; line-height: 1; color: {frontColor}; text-transform: uppercase; } /* Back layers — absolute, stacked behind */ .depth-text.is-back { position: absolute; top: 0; left: 0; pointer-events: none; } /* Front layer — relative to define container size */ .depth-text.is-front { position: relative; z-index: 10; } ``` ## GSAP Timeline + Layer Setup ```html ``` ## Variations ### Static depth (no animation, single hero shot) Skip the cascade — render all layers in their final positions from t=0, optionally fade the entire stack in: ```js tl.from( stack, { opacity: 0, scale: STATIC_ENTRY_SCALE, duration: STATIC_ENTRY_DUR, ease: "power3.out" }, 0, ); ``` ### Dynamic depth pulse Animate `OFFSET_X` / `OFFSET_Y` based on a heartbeat — depth grows and shrinks rhythmically: ```js const beat = { p: 0 }; tl.to( beat, { p: Math.PI * 2 * BEAT_CYCLES, duration: BEAT_DUR, ease: "none", onUpdate: () => { const mult = 1 + Math.sin(beat.p) * BEAT_AMP; stack.querySelectorAll(".is-back").forEach((el) => { const i = Number(el.dataset.layer); el.style.transform = `translate(${i * OFFSET_X * mult}px, ${i * OFFSET_Y * mult}px)`; }); }, }, BEAT_START, ); ``` ### Color-shift back layers Instead of fading to translucent, shift to a different hue — depth reads as "casting a colored shadow": ```js el.style.color = `hsla(${HUE_BASE - i * HUE_STEP}, ${SAT_PCT}%, ${LIGHT_BASE - i * LIGHT_STEP}%, 1)`; ``` ## How to Choose Values ### Layer geometry - **LAYER_COUNT** — number of stacked copies (back layers + 1 front). - Range: 4-6. Below 4 the depth doesn't read as 3D; above 6 the stack visually clutters on tight kerning - Effects: low end reads as subtle shadow; high end reads as chunky extrusion - **OFFSET_X / OFFSET_Y** — per-layer translation offset, in px. - Range: 1-3 px each. Above 4 px reads as a glitch / chromatic aberration rather than depth - Effects: offset direction implies light direction. `(+x, +y)` = light from upper-left; `(-x, +y)` = light from upper-right. Pick one and keep it consistent across the composition - Constraints: same sign convention throughout the composition ### Back-layer color falloff - **BACK_ALPHA_MAX** — alpha of the back layer nearest the front. - Range: 0.6-0.85. Lower than 0.5 makes even the nearest back layer disappear; higher than 0.9 fights the front layer for dominance - **BACK_ALPHA_STEP** — alpha decrement per layer further back. - Range: 0.08-0.15. Smaller steps read as a soft gradient; larger steps read as discrete plates - Constraints: choose so `BACK_ALPHA_MAX − (LAYER_COUNT − 2) × BACK_ALPHA_STEP ≥ BACK_ALPHA_MIN` - **BACK_ALPHA_MIN** — floor below which back layers stop fading. - Range: 0.1-0.2. Below 0.1 the deepest layer disappears entirely on dark backgrounds ### Typography - **HERO_FONT_SIZE** — front-layer font size, in px. - Range: 60 px minimum to read as layered; 200-340 px for full-bleed hero shots. Thin text loses the layered illusion - **HERO_LETTER_SPACING** — letter spacing. - Range: −0.03em (tight) to 0 (normal). Negative spacing tightens the stack so the offsets read as depth instead of as repetition - **{font}** — typeface; pick a black/900 weight family with strong horizontal strokes - **{frontColor}** — front-layer color; the brand or accent color - **{backHueRGB}** — RGB triplet for back layers (e.g. matched to a brand glow). Used inside `rgba({backHueRGB}, ${alpha})` ### Cascade entry (default form) - **LAYER_CASCADE_START** — timeline offset where the cascade begins. - Constraints: ≥ 0; if another beat precedes, ≥ that beat's end - **LAYER_CASCADE_STEP** — delay between each layer's fade-in. - Range: 0.04-0.10 s. Smaller feels almost-simultaneous; larger feels stepped and mechanical - **LAYER_FADE_DUR** — duration of each individual layer's fade-in. - Range: 0.3-0.6 s ### Depth-grow tween - **DEPTH_GROW_START** — when the offset growth begins. - Constraints: typically `≈ LAYER_CASCADE_START`; align so the first layer's fade and the depth growth start together - **DEPTH_GROW_DUR** — duration over which offsets interpolate from 0 to full. - Range: 0.4-0.8 s. Roughly match `LAYER_FADE_DUR × LAYER_COUNT / 2` so depth lands as the last layer fades in ### Static-depth variation - **STATIC_ENTRY_SCALE** — initial scale before the whole stack fades in. - Range: 0.94-0.98 — subtle inflation; larger reads as a separate "pop" effect - **STATIC_ENTRY_DUR** — fade-in duration for the whole stack. - Range: 0.5-0.8 s ### Dynamic-pulse variation - **BEAT_CYCLES** — number of full beat cycles across `BEAT_DUR`. - Range: `BEAT_DUR / 1.5s ≤ BEAT_CYCLES ≤ BEAT_DUR / 0.7s` (one beat per 0.7-1.5 s reads as a heartbeat) - **BEAT_DUR** — pulse tween duration. - Constraints: tied to the visible window of the depth stack - **BEAT_AMP** — fractional amplitude of the offset pulse. - Range: 0.2-0.6. Smaller is a gentle breathing depth; larger reads as a kick-drum thump - **BEAT_START** — when the pulse begins. - Constraints: `≥ DEPTH_GROW_START + DEPTH_GROW_DUR` so the pulse modulates a fully-grown stack ### Color-shift variation - **HUE_BASE / HUE_STEP** — base hue (front layer) and per-layer hue rotation. - Range: `HUE_STEP` 4-12°. Larger steps cycle further around the color wheel and read as glitch - **SAT_PCT** — fixed saturation for all layers. - Range: 60-85% - **LIGHT_BASE / LIGHT_STEP** — base lightness and per-layer darkening. - Range: `LIGHT_STEP` 3-8 percentage points so back layers darken into the background ## Key Principles - **Layer count 4-6** — fewer than 4 doesn't read as 3D, more than 6 visually clutters on tight kerning - **Offset 1-3 px per axis** — subtle is dramatic. `OFFSET = 6+` looks like a glitch rather than depth - **Offset direction implies light direction** — `(+x, +y)` = light from upper-left; `(-x, +y)` = light from upper-right. Pick one and be consistent across the composition - **Back layers translucent OR darker** — DON'T make them MORE saturated than the front (looks like a halo). Each back layer should be slightly more transparent (`alpha -= BACK_ALPHA_STEP per layer`) or slightly darker - **Last (front) layer `position: relative`** to define container size; all others `position: absolute` stack behind - **Bold/black weight + large size** — 900 weight, 60 px+ minimum. Thin text loses the layered illusion - **Don't apply per-letter animation on top of layers** — character animations (hacker-flip, typewriter) on top of 6-layer depth = chaos. If you need both effects, drop depth to 2-3 layers OR apply layers only to the static post-reveal state ## Critical Constraints - **Timeline must be paused**: `gsap.timeline({ paused: true })` - **Registry key = `data-composition-id`** - **No CSS `text-shadow`** alongside layered depth — they compound and over-extrude - **Use `transform: translate()` for offsets, not `top`/`left`** — translate composes cleanly with parent's centering and avoids reflow - **`pointer-events: none` on back layers** — they're decorative; don't catch hover or selection - **Set layer color via `rgba()` not opacity** — opacity on the whole element fades the rendered glyph including any shadow; rgba in `color` fades just the glyph ## Combinations - [counting-dynamic-scale.md](counting-dynamic-scale.md) — render the counter number with depth layers - [sine-wave-loop.md](sine-wave-loop.md) — idle breathing on the front layer after reveal - [center-outward-expansion.md](center-outward-expansion.md) — depth-stacked wordmark reveals after burst lands ## Pairs with HF skills - `/hyperframes-animation` — staggered fade-ins + onUpdate for dynamic depth - `/hyperframes-core` — composition wiring - `/hyperframes-cli` — `hyperframes lint`