---
name: ambient-glow-bloom
description: Un-triggered soft radial glow that blooms in behind a hero element and holds with a bounded idle breathe, or a single-pass traveling sweep across a surface. No click, no word-sync — it just blooms. Finite, deterministic, seek-safe.
metadata:
tags: glow, bloom, ambient, radial, sweep, hero, presence, finite, un-triggered
---
# Ambient Glow Bloom
A soft radial glow that **blooms in behind a hero element** (card, logo, metric) and holds, giving it presence. Unlike `press-release-spring`'s click-triggered burst or `asr-keyword-glow`'s word-timed envelope, this glow is **un-triggered** — it simply blooms on the hero's settle and stays lit. Two forms: a **hero bloom** that swells behind a settling element and then breathes, and a **traveling glow sweep** that translates a soft highlight across a surface exactly once. Both are finite, deterministic, and seek-safe.
## How It Works
A radial-gradient layer sits **behind** the hero (`z-index` below it), starting at `opacity: 0`. Over the bloom-in window it ramps `opacity: 0 → peak` with a gentle `scale` swell (the halo "inflates" into place), timed to land on the hero's settle so the two read as one beat.
Two forms diverge after bloom-in:
1. **Hero bloom** — once lit, the glow does a **bounded idle breathe** during the hold. Drive it with an `onUpdate` reading `tl.time()` (NOT a `repeat: -1` yoyo): a `Math.sin` of elapsed time nudges `opacity` and `scale` a hair around their peak. At `sin(0) = 0` the breathe starts exactly at the bloom's resting state — no jump.
2. **Traveling sweep** — a narrow highlight gradient at one edge of the surface translates **once** across to the other edge (`x` from off-surface to off-surface), a single finite pass. No loop, no return. The sweep layer is clipped to the surface so the highlight only reads where it overlaps.
Peak opacity stays restrained (≤ ~0.45) so the glow gives presence without washing the frame; the glow color is darker / more saturated than the element it backs.
## HTML
```html
```
For the traveling-sweep form, the sweep layer is clipped to the surface it crosses:
```html
```
## CSS
```css
.scene {
position: relative;
width: 100%;
height: 100%;
display: grid;
place-items: center;
background: {bgColor};
}
.bloom-stage {
position: relative;
display: grid;
place-items: center;
}
.hero-card {
position: relative;
z-index: 2;
width: HERO_WIDTH;
height: HERO_HEIGHT;
display: grid;
place-items: center;
background: {heroBg};
border-radius: HERO_RADIUS;
font-family: {font};
font-weight: 900;
font-size: HERO_FONT_SIZE;
color: {heroTextColor};
}
.bloom-glow {
/* Radial halo behind the hero — extends past it via negative inset */
position: absolute;
z-index: 1;
inset: GLOW_INSET;
background: {glowGradient};
opacity: 0;
transform: scale(GLOW_START_SCALE);
transform-origin: 50% 50%;
pointer-events: none;
/* will-change because opacity + scale both animate during bloom AND breathe */
will-change: transform, opacity;
}
/* Traveling-sweep form */
.surface {
position: relative;
overflow: hidden; /* clips the sweep to the surface footprint */
border-radius: SURFACE_RADIUS;
}
.sweep {
position: absolute;
top: 0;
bottom: 0;
/* A narrow soft band, wider than it needs to be so the falloff is gentle */
width: SWEEP_WIDTH;
/* Diagonal highlight: angle the gradient so the sweep reads as raked light */
background: {sweepGradient};
opacity: 0;
pointer-events: none;
will-change: transform, opacity;
}
```
## GSAP Timeline
```html
```
## Variations
### Bloom-and-hold (no breathe)
For very short scenes (< 3s) or when the hero already has its own idle, skip Phase 2 entirely — bloom to peak and hold flat. The single `fromTo` is the whole recipe; the glow is just lit presence.
### Pulse-on-arrival (one swell, then settle to a lower hold)
Bloom slightly **past** peak, then ease back down to a steady hold level — a single breath that punctuates the hero's landing without an ongoing loop. Two adjacent tweens (state continuity, same as `press-release-spring`):
```js
tl.fromTo(
glow,
{ opacity: 0, scale: GLOW_START_SCALE },
{ opacity: GLOW_OVERSHOOT_OPACITY, scale: 1.06, duration: BLOOM_DUR, ease: "power2.out" },
BLOOM_START,
);
tl.to(
glow,
{ opacity: GLOW_HOLD_OPACITY, scale: 1, duration: SETTLE_DUR, ease: "power2.inOut" },
BLOOM_START + BLOOM_DUR,
);
```
### Multi-hero relay (staggered blooms behind a row of cards)
Bloom each card's glow on a stagger so presence sweeps across the row. Per-glow `BLOOM_START` offset by `STAGGER` (~0.15-0.3s); shrink `OPACITY_AMP` / `SCALE_AMP` per the concurrent-elements rule below so N breathing halos don't compound into a shimmer.
### Diagonal raked sweep (wordmark sheen)
Angle `{sweepGradient}` (e.g. a 105° linear gradient) and let the band travel left→right across a wordmark or logo lockup. Reads as light raking across a surface — the classic one-pass logo sheen. Same single-pass timeline; just a narrower `SWEEP_WIDTH` and a higher `SWEEP_PEAK_OPACITY` since it's a tight highlight on a small target.
## How to Choose Values
### Glow geometry
- **GLOW_INSET** — negative inset so the radial halo extends past the hero edges.
- Range: `-200` to `-450` px on a 1920×1080 canvas; larger halo for a bigger hero
- Effects: too small and the glow is a tight rim, not ambient presence
- **GLOW_START_SCALE** — scale at the start of bloom-in (the halo "inflates" to 1).
- Range: 0.80 (clear inflation) → 0.92 (subtle) → 1.0 (no swell, opacity-only bloom)
- Constraints: keep ≤ 1.0 — the swell should grow into place, not shrink
### Bloom-in dynamics
- **BLOOM_DUR** — bloom-in duration.
- Range: 0.6-1.4s; longer for a hero that's still settling so they land together
- Effects: shorter → the glow "snaps on"; longer → it suffuses in (the ambient feel)
- **BLOOM_START** — when the bloom begins.
- Constraints: align so `BLOOM_START + BLOOM_DUR` ≈ the hero's settle frame, so glow and hero resolve as one beat — not glow-then-card or card-then-glow
- **GLOW_PEAK_OPACITY** — peak halo opacity.
- Range: 0.15 (subtle) → 0.30 (default) → 0.45 (dramatic)
- **Constraints: ≤ 0.45** — higher washes the whole frame and the hero loses contrast against its own glow
### Idle breathe (hero-bloom form)
- **BREATHE_DUR** — breathe tween length.
- Constraints: equals `TOTAL_DURATION − (BLOOM_START + BLOOM_DUR)` to fill the hold with motion
- **BREATHE_CYCLES** — number of full breaths across `BREATHE_DUR`.
- Range: `BREATHE_DUR / 4s ≤ CYCLES ≤ BREATHE_DUR / 2.5s` (a 2.5-4s breath period reads as a slow ambient pulse — glow breathing wants to be slower than element breathing)
- **OPACITY_AMP** — sine amplitude on opacity around the peak.
- **Default: 0.02-0.05** (barely-perceptible pulse — the right answer for most scenes)
- Constraints: `GLOW_PEAK_OPACITY + OPACITY_AMP` must stay ≤ 0.45
- **SCALE_AMP** — sine amplitude on the halo scale.
- **Default: 0.01-0.03** (the halo "breathes" without visibly resizing)
- Push higher only when the glow is the sole motion in a short isolated scene
### Traveling sweep
- **SWEEP_WIDTH** — width of the soft highlight band.
- Range: 15-35% of the surface width (a wide soft band) for a grid sheen; 8-15% for a tight wordmark sheen
- **SWEEP_START_X / SWEEP_END_X** — travel endpoints, both fully off-surface.
- Constraints: start ≈ `-(SWEEP_WIDTH + edge)`, end ≈ `surfaceWidth + edge` — the band must enter from fully off one edge and exit fully off the other, so there's no visible spawn/despawn mid-surface
- **SWEEP_DUR** — single-pass travel duration.
- Range: 0.8-1.6s; one deliberate pass, slow enough to read as light, fast enough not to dominate
- **SWEEP_PEAK_OPACITY** — highlight opacity.
- Range: 0.10 (whisper sheen) → 0.25 (default) → 0.40 (bright rake)
- Constraints: ≤ ~0.45 (same wash limit); tighter sweeps tolerate the high end
- **SWEEP_START / SWEEP_FADE_START / SWEEP_FADE_DUR** — when the pass runs and tails out.
- Constraints: `SWEEP_FADE_START + SWEEP_FADE_DUR ≈ SWEEP_START + SWEEP_DUR` so opacity reaches 0 exactly as the band clears the far edge
### Tokens
- **{glowGradient}** — radial-gradient, saturated near center fading to transparent. Color should be **darker + more saturated** than `{heroBg}` — a same-color glow looks washed out (same rule as `press-release-spring`'s burst).
- **{sweepGradient}** — a soft band: `transparent → highlight → transparent`. For a sheen, a near-white or brand-tint highlight at low alpha; angle it (e.g. `linear-gradient(105deg, …)`) for a raked look.
- **{heroBg} / {heroTextColor}** — the hero surface the glow backs; high contrast so the lit hero still reads against its halo.
## Key Principles
- **Un-triggered by design** — this glow does NOT wait on a click (`press-release-spring`) or a word timestamp (`asr-keyword-glow`). It blooms on the hero's settle as ambient presence. If you need a triggered burst, reach for one of those rules instead.
- **Glow behind, hero in front** — glow `z-index: 1`, hero `z-index: 2`. A glow in front occludes the hero at peak opacity.
- **Glow color darker + more saturated than the element** — bright hero → dark, saturated halo. A same-hue, same-lightness glow disappears into the surface.
- **Land glow and hero as ONE beat** — time `BLOOM_START + BLOOM_DUR` to the hero's settle. A glow that arrives before or after the card reads as two separate events; arriving together reads as the card "powering on."
- **Restrained peak — default to the LOW end.** `GLOW_PEAK_OPACITY` 0.15-0.30 for most scenes; 0.45 is a hard ceiling. A glow you consciously notice is too strong — it should register as the hero having weight, not as a visible light source.
- **Breathe is BOUNDED, never a loop** — the idle pulse is a finite `onUpdate` tween reading `tl.time()` (via the `phase` proxy), not `repeat: -1` / `yoyo`. `sin(0) = 0` means it starts at the bloom's resting state with no jump. (Same reason as `sine-wave-loop`: an infinite/CSS loop desyncs from the HF seek clock.)
- **Sweep is ONE pass** — the traveling highlight enters off one edge and exits off the other a single time. No return trip, no loop. A repeating sweep reads as a loading shimmer, not a one-time reveal accent.
- **Concurrent halos compound** — N breathing glows in a row add up. Per-glow `OPACITY_AMP` and `SCALE_AMP` ≤ default `/ √N`, and stagger the breathe period (2.6s / 2.9s / 3.3s) so they don't pulse in lockstep. (Same `/√N` discipline as `sine-wave-loop`'s concurrent-elements rule.)
- **Don't combine `boxShadow` glow on the hero with this halo layer** — they compete in the layout pipeline and the result reads muddy. Put the glow on the dedicated `.bloom-glow` layer, not as a shadow on the hero.
## Critical Constraints
- **Timeline must be paused**: `gsap.timeline({ paused: true })`
- **Registry key = `data-composition-id`**
- **No CSS `transition`** on the glow / sweep — interpolates independently of HF seek and flickers
- **No `repeat` / `yoyo` / `repeat: -1`** — the breathe is a bounded finite tween; the sweep is one pass
- **No `Math.random` / `Date.now`** — the breathe phase is deterministic (`phase.p` over a fixed duration)
- **GSAP transform aliases only**: `x`, `y`, `scale`, `rotation` — plus `opacity` / `filter`. Never tween `width` / `height` / `left` / `top` (the halo swell is `scale`, the sweep travel is `x`).
- **`will-change: transform, opacity`** on the glow — it animates both during bloom-in and the breathe
- **Glow peak `opacity ≤ 0.45`** — higher washes the composition
- **Sweep endpoints fully off-surface** — band must enter and exit beyond the clipped edges so it never spawns/despawns mid-frame
## Combinations
- [sine-wave-loop.md](sine-wave-loop.md) — pair the hero-bloom form with a sine breathe on the hero element itself; the glow breathes on opacity, the hero breathes on scale/y, slightly out of phase for a layered "alive" hold
- [press-release-spring.md](press-release-spring.md) — distinct sibling: that rule's `bg-glow` is **click-triggered**, this one is un-triggered. Don't run both behind the same element
- [counting-dynamic-scale.md](counting-dynamic-scale.md) — bloom the accent halo behind the hero stat card on the count-up's settle (the `dataviz-countup` blueprint's "soft accent glow blooms behind the hero metric" beat)
- [stat-bars-and-fills.md](stat-bars-and-fills.md) — glow blooms behind the hero metric + its paired graphic as they land together
- [center-outward-expansion.md](center-outward-expansion.md) — run the traveling-sweep across the assembled layout once it resolves (the `grid-card-assemble` blueprint's "traveling-glow sweep across the assembled grid")
## Pairs with HF skills
- `/hyperframes-animation` — `onUpdate` writing opacity/transform + bounded sine breathe
- `/hyperframes-core` — composition wiring
- `/hyperframes-cli` — `hyperframes lint`