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果冻糖果模拟对比

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果冻糖果模拟对比 — 1

提示词

Create “Melon Jelly” - a polished, interactive 3D watermelon jelly slice that runs directly in the browser using genuine WebGPU and WGSL shaders.
Deliver a single, self-contained HTML file with embedded JavaScript and CSS. This must be an actual interactive 3D simulation, not a static render, video, or 2D imitation.
THE WATERMELON
Create a thick, rounded triangular watermelon wedge with:
Translucent ruby-red jelly flesh.
A pale, slightly translucent layer between the flesh and rind.
A glossy green outer rind with irregular dark-green stripes.

Individually modeled dark seeds embedded in both exposed sides.
Softly rounded corners and an appealing, substantial thickness.
Make it look like an expensive gummy candy photographed in a studio. It should feel juicy, soft, and almost edible. Keep the colors rich without overexposing the highlights.
SOFT-BODY PHYSICS
Use a volumetric soft-body simulation, such as a tetrahedral mesh with XPBD elastic and volume-preservation constraints.
The user must be able to:
Grab the tip, a corner, the flesh, or the rind.
Stretch, bend, lift, and gently twist the slice.

Release it and watch it wobble before gradually settling.
The slice must visibly deform locally, not simply move or scale as one rigid object. Make the rind slightly firmer than the flesh while keeping the whole slice flexible.
Preserve volume reasonably during stretching. Prevent inverted elements, explosive motion, and permanent collapse. Use a fixed simulation timestep and bounded substeps for stability.
After release, the motion should decay naturally - no instant snapping back and no endless oscillation.
Keep seeds attached to the deforming flesh. They must move and rotate with the surface rather than float independently or remain fixed in space.
Include ground contact, gentle friction, and soft bouncing. Avoid visible floor penetration.
RENDERING
Use native WebGPU with WGSL shaders.
Include:
Thickness-dependent light absorption.
Refraction through the jelly.

Fresnel reflections and glossy highlights.
Soft transmitted light through thin edges.
Subtle internal details and a few tiny air bubbles.

Soft contact shadows beneath the slice.
A light, neutral studio background.
The flesh, pale rind, and green skin should have distinct material responses. Avoid making everything look like clear glass or opaque plastic.
Keep the slice large and easy to inspect, with a three-quarter camera angle that reveals the flesh, seeds, and thickness.
INTERFACE
Use a minimal editorial layout with generous whitespace, thin borders, restrained controls, and no decorative UI gradients.
Top left:
“MATERIAL STUDIES / NO. 009”
A large italic serif heading split across two lines: “Melon” and “Jelly.”
Small caption:
“A slice of summer.”
“A little wobble.”
“Too soft to share.”
Top right:
A small status indicator showing “WEBGPU · LIVE” when the renderer is running.

Right-side panel:
“THE SPECIMEN”
Three coordinated watermelon-inspired color presets.
Firmness slider with its current value.
Internal damping slider with its current value.
“Give it a nudge” and “Reset” buttons.
“¼ speed” and “Show mesh” checkboxes.

Pause / Resume button.
Bottom left:
A short hint explaining that the slice can be grabbed and stretched.
Live mass, relative volume, and kinetic-energy readouts derived from the simulation. Clearly describe illustrative units or approximate values where appropriate.
Bottom right:

A collapsible “Inside the experiment” section briefly explaining the physics and rendering.
BEHAVIOR AND PERFORMANCE
Support both mouse and touch input. Use pointer capture so dragging remains reliable when the pointer leaves the object.
Make the layout work on desktop and mobile without controls covering the slice.
Reuse buffers and avoid rebuilding geometry or compiling shaders during dragging. Keep interaction smooth and responsive.
Respect reduced-motion preferences. If WebGPU is unavailable, display a clear explanation instead of silently substituting a fake renderer.
VALIDATION
Test dragging from several locations, strong stretches, repeated releases, ground collisions, all sliders, presets, pause, reset, and slow motion.
Check that the model returns to a stable resting shape, seeds stay attached, the mesh remains intact, and there are no rendering errors.
Prioritize the quality of the jelly response and lighting. The result should be something people want to keep grabbing and playing with.

中文译文

创建 “Melon Jelly”——一片精致、可交互的 3D 西瓜果冻切片,直接在浏览器中运行,使用真正的 WebGPU 和 WGSL 着色器。
交付一个单一的、自包含的 HTML 文件,内嵌 JavaScript 和 CSS。这必须是一个真正的交互式 3D 模拟,而不是静态渲染、视频或 2D 仿制品。
西瓜
创建一块厚实、圆润的三角形西瓜瓣,具有:
半透明的宝石红果冻果肉。
果肉与瓜皮之间一层浅色、略带半透明的夹层。
有光泽的绿色外皮,带有不规则的深绿色条纹。

两块暴露的切面上都嵌有单独建模的深色种子。
柔和的圆角,以及诱人而有分量的厚度。
让它看起来像在影棚中拍摄的昂贵软糖。它应该感觉多汁、柔软,几乎可以入口。保持色彩浓郁,但不要使高光过曝。
软体物理
使用体积软体模拟,例如带 XPBD 弹性约束和体积保持约束的四面体网格。
用户必须能够:
抓住尖端、一角、果肉或瓜皮。
拉伸、弯曲、抬起并轻轻扭转这片切片。

松开它,看它晃动,然后逐渐稳定下来。
切片必须可见地发生局部形变,而不是仅仅作为一个刚体整体移动或缩放。让瓜皮比果肉稍硬一些,同时保持整片切片柔韧。
在拉伸过程中合理地保持体积。防止单元反转、爆炸式运动和永久塌陷。使用固定的模拟时间步长和有界的子步数以保证稳定。
松开后,运动应自然衰减——不要瞬间弹回,也不要无休止地振荡。
让种子附着在形变的果肉上。它们必须随表面一起移动和旋转,而不是独立漂浮或固定在空间中。
包含地面接触、轻柔摩擦和柔和弹跳。避免出现可见的地面穿透。
渲染
使用原生 WebGPU 和 WGSL 着色器。
包含:
随厚度变化的光吸收。
透过果冻的折射。

Fresnel 反射和有光泽的高光。
透过薄边缘的柔和透射光。
微妙的内部细节和几个细小的气泡。

切片下方柔和的接触阴影。
浅色、中性的影棚背景。
果肉、浅色瓜皮和绿色外皮应具有不同的材质响应。避免让所有东西看起来都像透明玻璃或不透明塑料。
让切片保持大而易于观察,使用能展现果肉、种子和厚度的四分之三视角。
界面
使用极简的编辑式布局,留出充足留白、细边框、克制的控件,不要任何装饰性 UI 渐变。
左上角:
“MATERIAL STUDIES / NO. 009”
大号斜体衬线标题分两行:“Melon” 和 “Jelly.”
小号说明文字:
“A slice of summer.”
“A little wobble.”
“Too soft to share.”
右上角:
一个小状态指示器,在渲染器运行时显示 “WEBGPU · LIVE”。

右侧面板:
“THE SPECIMEN”
三组相互协调、以西瓜为灵感的颜色预设。
Firmness 滑块及其当前值。
Internal damping 滑块及其当前值。
“Give it a nudge” 和 “Reset” 按钮。
“¼ speed” 和 “Show mesh” 复选框。

Pause / Resume 按钮。
左下角:
一条简短提示,说明这片切片可以被抓取和拉伸。
来自模拟的实时质量、相对体积和动能读数。在适当的地方清楚说明示意性单位或近似值。
右下角:

一个可折叠的 “Inside the experiment” 区块,简要解释物理和渲染。
行为与性能
同时支持鼠标和触摸输入。使用指针捕获,使指针离开对象时拖动仍然可靠。
让布局在桌面和移动端都能正常工作,控件不会遮挡切片。
复用缓冲区,避免在拖动过程中重建几何体或编译着色器。保持交互流畅、响应迅速。
尊重减少动态效果偏好。如果 WebGPU 不可用,显示清晰的说明,而不是悄悄替换成假的渲染器。
验证
测试从多个位置拖动、强力拉伸、反复松开、地面碰撞、所有滑块、预设、暂停、重置以及慢动作。
检查模型是否恢复到稳定的静止形状、种子是否保持附着、网格是否保持完整,以及是否有渲染错误。
优先保证果冻响应和光照的质量。结果应该是那种人们想不断抓取和把玩的东西。

溯源

原作者
vib3coded
发布日期
2026-09-26(由推文 ID 反解)
原始出处
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收录来源
zhuyansen/awesome-opus-5.5-video · 2103741107225907467 · 未声明许可