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11 KiB
11 KiB
name, description, metadata
| name | description | metadata | ||
|---|---|---|---|---|
| 3d-text-depth-layers | 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. |
|
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
<div
class="scene"
id="depth-scene"
data-composition-id="depth-scene"
data-start="0"
data-duration="3"
data-track-index="0"
>
<div class="depth-stack">
<!-- Layers injected by script — LAYER_COUNT copies of {label} -->
</div>
</div>
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
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script>
window.__timelines = window.__timelines || {};
const TEXT = "{label}";
const stack = document.querySelector(".depth-stack");
// Build layers — back-to-front so the FRONT (i=0) is the LAST appended
// and `position: relative` defines container size.
for (let i = LAYER_COUNT - 1; i >= 0; i--) {
const el = document.createElement("div");
el.className = "depth-text " + (i === 0 ? "is-front" : "is-back");
el.textContent = TEXT;
if (i > 0) {
const alpha = Math.max(BACK_ALPHA_MAX - i * BACK_ALPHA_STEP, BACK_ALPHA_MIN);
el.style.color = `rgba({backHueRGB}, ${alpha})`;
el.style.transform = `translate(${i * OFFSET_X}px, ${i * OFFSET_Y}px)`;
} else {
el.style.color = "{frontColor}";
}
el.dataset.layer = String(i);
stack.appendChild(el);
}
const tl = gsap.timeline({ paused: true });
// Layered entry — back layers appear first, building forward
const allLayers = stack.querySelectorAll(".depth-text");
allLayers.forEach((el) => {
const i = Number(el.dataset.layer);
const finalAlpha = el.classList.contains("is-front")
? 1
: Math.max(BACK_ALPHA_MAX - i * BACK_ALPHA_STEP, BACK_ALPHA_MIN);
tl.fromTo(
el,
{ opacity: 0 },
{
opacity: finalAlpha,
duration: LAYER_FADE_DUR,
ease: "power2.out",
},
LAYER_CASCADE_START + (LAYER_COUNT - 1 - i) * LAYER_CASCADE_STEP,
);
});
// Optional: depth grows on entry (offset interpolates from 0 → full)
const depthState = { p: 0 };
tl.to(
depthState,
{
p: 1,
duration: DEPTH_GROW_DUR,
ease: "power2.out",
onUpdate: () => {
stack.querySelectorAll(".depth-text.is-back").forEach((el) => {
const i = Number(el.dataset.layer);
const x = i * OFFSET_X * depthState.p;
const y = i * OFFSET_Y * depthState.p;
el.style.transform = `translate(${x}px, ${y}px)`;
});
},
},
DEPTH_GROW_START,
);
window.__timelines["depth-scene"] = tl;
</script>
Variations
Static depth (no animation, single hero shot)
Skip the cascade — render all layers in their final positions from t=0, optionally fade the entire stack in:
tl.from(
stack,
{ opacity: 0, scale: STATIC_ENTRY_SCALE, duration: STATIC_ENTRY_DUR, ease: "power3.out" },
0,
);
Dynamic depth pulse
Animate OFFSET_X / OFFSET_Y based on a heartbeat — depth grows and shrinks rhythmically:
const beat = { p: 0 };
tl.to(
beat,
{
p: Math.PI * 2 * BEAT_CYCLES,
duration: BEAT_DUR,
ease: "none",
onUpdate: () => {
const mult = 1 + Math.sin(beat.p) * BEAT_AMP;
stack.querySelectorAll(".is-back").forEach((el) => {
const i = Number(el.dataset.layer);
el.style.transform = `translate(${i * OFFSET_X * mult}px, ${i * OFFSET_Y * mult}px)`;
});
},
},
BEAT_START,
);
Color-shift back layers
Instead of fading to translucent, shift to a different hue — depth reads as "casting a colored shadow":
el.style.color = `hsla(${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
- Constraints: typically
- 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 / 2so depth lands as the last layer fades in
- Range: 0.4-0.8 s. Roughly match
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)
- Range:
- 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_DURso the pulse modulates a fully-grown stack
- Constraints:
Color-shift variation
- HUE_BASE / HUE_STEP — base hue (front layer) and per-layer hue rotation.
- Range:
HUE_STEP4-12°. Larger steps cycle further around the color wheel and read as glitch
- Range:
- SAT_PCT — fixed saturation for all layers.
- Range: 60-85%
- LIGHT_BASE / LIGHT_STEP — base lightness and per-layer darkening.
- Range:
LIGHT_STEP3-8 percentage points so back layers darken into the background
- Range:
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: relativeto define container size; all othersposition: absolutestack 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-shadowalongside layered depth — they compound and over-extrude - Use
transform: translate()for offsets, nottop/left— translate composes cleanly with parent's centering and avoids reflow pointer-events: noneon 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 incolorfades just the glyph
Combinations
- counting-dynamic-scale.md — render the counter number with depth layers
- sine-wave-loop.md — idle breathing on the front layer after reveal
- 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