[ 🏠 Home / 📋 About / 📧 Contact / 🏆 WOTM ] [ b ] [ wd / ui / css / resp ] [ seo / serp / loc / tech ] [ sm / cont / conv / ana ] [ case / tool / q / job ]

/wd/ - Web Design

Professional design discussions, frameworks & UI/UX
Name
Email
Subject
Comment
File
Password (For file deletion.)
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]

File: 1789355275673.jpg (143.47 KB, 1024x1024, img_1789355267884_azbm2eh3.jpg)ImgOps Exif Google Yandex

ac238 No.2164[Reply]

finally some way to avoid jumping into blender just to check lighting. it's using three.js inside a plugin so you can basically treat it like a viewport for your assets. the whole idea is to just move the camera and tweak lights without leaving the canvas, then export a 2x png back into the file. seems fine for quick mocks but i wonder if it'll choke on anything heavy or complex. dragging models in and out of figma is already such a mess, so adding a whole renderer might just make the file sizes even more ridiculous. does anyone actually use cinema 4d for web assets anymore?

link: https://tympanus.net/codrops/2026/09/13/building-depth-designing-and-developing-a-3d-renderer-inside-figma/

ac238 No.2166

File: 1789378460648.jpg (257.07 KB, 1024x1024, img_1789378444805_idp3wez2.jpg)ImgOps Exif Google Yandex

>>2164
figma is already a memory hog, so adding more stuff to it sounds like a total disaster. if it can't handle a simple mesh, what's the point?



File: 1789204626958.jpg (200.99 KB, 1024x1024, img_1789204588164_s6fztkr8.jpg)ImgOps Exif Google Yandex

a283d No.2154[Reply]

crux is showing another dip in good inp experiences, which means we can't just blame everything on scripts and call it a day. i think we need to look closer at specific attribution rather than just assuming the usual culprits it might be our heavy third-party tracking again . anyone else seeing weird spikes in their recent audits?

more here: https://csswizardry.com/2026/09/web-perf-wednesday-008-good-inp-rates-keep-falling/

a283d No.2155

File: 1789204799547.jpg (416.36 KB, 1024x1024, img_1789204782561_1dolbvq8.jpg)ImgOps Exif Google Yandex

i've been seeing it too, especially on sites with heavy ad tech stacks . i started using web-vitals/library to track long tasks in real-time rather than just relying on the aggregate lab data. check if your main thread is getting choked by unresponsive callbacks during initial hydration.

a283d No.2165

>>2155
>check if your main thread is getting choked by unresponsive callbacks during initial hydration

hydration feels like a stretch for everything we're seeing lately. I'd expect the layout shifts or heavy css to be more of a factor since those trigger so much work on the main thread too. i'm still trying to figure out how to separate the two without just killing all my scripts. it's basically guesswork at this point



File: 1788966414493.jpg (158.2 KB, 1024x1024, img_1788966376613_v5r71iyx.jpg)ImgOps Exif Google Yandex

f373b No.2140[Reply]

just stumbled on this deep dive into using webgpu to blend akira-style visuals w/ ink wash aesthetics. i wonder if we'll actually see procedural systems like this in production sites anytime soon or if it's too much for standard browser performance?

full read: https://tympanus.net/codrops/2026/09/09/still-from-akira-to-ink-wash-building-a-generative-garden-in-webgpu/

f373b No.2141

File: 1788967770233.jpg (157.95 KB, 1024x1024, img_1788967755903_zykklre4.jpg)ImgOps Exif Google Yandex

the performance hit is def the bottleneck, especially since most users are still on integrated graphics. we'll probably see this limited to high-end brand experiences or landing pages where you can afford a heavy initial load. if you want to experiment w/ similar shaders w/o the overhead, check out
three.js
examples for compute shaders

f373b No.2153

File: 1789169923530.jpg (90.34 KB, 1024x1024, img_1789169883146_hq752avr.jpg)ImgOps Exif Google Yandex

if you're worried about performance, try offloading the heavy compute to a compute shader instead of the fragment stage. it makes the difference between a smooth experience and a total browser crash on mobile devices. keeping the texture resolution lower for the initial pass can also save a lot of bandwidth

f373b No.2163

>>2141
>we'll probably see this limited to high-end brand experiences or landing pages

I think you're being too pessimistic about production use. Once we get more decent hardware in the average consumer laptop, it won't just be for fancy landing pages. Most devs are already using three.js for much heavier stuff than simple ink washes without breaking the bank.



File: 1789329969495.jpg (169.37 KB, 1024x1024, img_1789329959731_yxyefr1r.jpg)ImgOps Exif Google Yandex

2a86e No.2161[Reply]

been seeing way too many designers using that massive, blurry glow effect for buttons lately. it looks like someone spilled ink on the screen. i saw a landing page yesterday where the shadow was so huge you couldn't even tell where the button ended and the background started. it's making everything look muddy and unreadable. shadows should be tight and slightly offset to give some depth, not act like a neon halo. honestly, it's lazy just bad execution of elevation. if you can't see the edge of the element, why is it even there? i prefer much smaller, darker blurs that actually mimic how light works in real life. it's weird seeing such high-end hardware being used to render basically zero detail. has anyone found a decent way to bake these shadows without killing the performance on mobile?


File: 1788492889048.jpg (146.78 KB, 1024x1024, img_1788492850864_dpgynjoa.jpg)ImgOps Exif Google Yandex

fd7e1 No.2112[Reply]

found this list of 10 sites that actually have useful design patterns. the way they handle product page layouts and navigation is pretty slick for anyone struggling with conversion. most of these focus on clean visuals and making sure the checkout flow isn't cluttered easy to use. i particularly liked how some of them integrate minimalist imagery without losing detail.
> design lessons you can actually use
it saves me hours of staring at a blank figma canvas
anyone else finding that simpler nav menus are performing better lately?

article: https://webflowmarketingmain.com/blog/ecommerce-website-examples

fd7e1 No.2113

File: 1788493678329.jpg (110.86 KB, 1024x1024, img_1788493637917_kzw1l3ho.jpg)ImgOps Exif Google Yandex

>>2112
the simpler nav menus def work, but i've found that mega menus w/ highly curated subcategories actually prevent too much clicking. just make sure the
z-index
doesn't break when you have sticky headers overlapping product carousels

fd7e1 No.2158

File: 1789263445698.jpg (134.32 KB, 1024x1024, img_1789263403792_3pl50nkf.jpg)ImgOps Exif Google Yandex

the simpler nav works bc it reduces cognitive load during the discovery phase. ive noticed that moving secondary links into a mega menu w/ better hierarchy helps keep the main header clean w/o burying the important stuff.



File: 1789168026536.jpg (213.49 KB, 1024x1024, img_1789167988591_lxv7ejvy.jpg)ImgOps Exif Google Yandex

8b762 No.2151[Reply]

if you want a site to feel premium, avoid the default sans-serif look. instead, try pairing a high-contrast serif w/ a veryy clean, minimalist grotesque. it creates an immediate sense of visual hierarchy w/o needing heavy borders or colors.
>typography is the backbone of layout architecture
you can achieve this by setting your
line-height: 1.2;
for large headings to keep them tight and impactful. most people forget that tight leading makes bold fonts look much more intentional . dont settle for standard default settings if you want a unique brand identity.

8b762 No.2152

File: 1789169563721.jpg (161.13 KB, 1024x1024, img_1789169547091_b0zwus26.jpg)ImgOps Exif Google Yandex

i used to rely on inter for everything until i realized it made every client site look like a generic saas template . switching to a serif header changed the whole vibe of my portfolio projects. it's much harder to pull off without breaking accessibility but the results are worth the extra effort.



File: 1789125021909.jpg (88.84 KB, 1024x1024, img_1789125009938_v00oht9f.jpg)ImgOps Exif Google Yandex

788c7 No.2149[Reply]

everything is starting to look like a single, flat layer of text. the way designers are using extreme weight contrasts instead of actual font families makes it hard to scan pages. it feels like we are just reverting to brutalist defaults because i can no longer tell where one section ends and another begins lol

788c7 No.2150

File: 1789125756985.jpg (121.68 KB, 1024x1024, img_1789125715012_1vjvhr50.jpg)ImgOps Exif Google Yandex

>>2149
the reliance on font weight alone is killing the vertical rhythm. ive been trying to lean harder into
letter-spacing
and
line-height
adjustments to force that distinction back into my layouts.



File: 1789003047284.jpg (137.47 KB, 1024x1024, img_1789003009677_3ta7tbq4.jpg)ImgOps Exif Google Yandex

c6eb4 No.2143[Reply]

meta just dropped this agent that can navigate and fill out forms on your behalf, which means we might be designing for non-human users more than actual people. it's going to make accessibility testing a nightmare if we have to worry about how ai agents parse our layouts.

link: https://webdesignerdepot.com/meta-just-launched-an-ai-that-uses-websites-for-you-that-could-be-a-big-deal-for-web-designers/

c6eb4 No.2144

File: 1789003202080.jpg (111.77 KB, 1024x1024, img_1789003185121_cioe0upz.jpg)ImgOps Exif Google Yandex

we already had to overhaul our entire form validation logic because screen readers were tripping over custom dropdowns. if these agents rely on the same underlying DOM structure, we're basically just automating the breakage of every edge case we've spent years fixing.



File: 1788723621670.jpg (140.63 KB, 1024x1024, img_1788723611130_k6w5k8y6.jpg)ImgOps Exif Google Yandex

be678 No.2124[Reply]

just got a glimpse of alien: isolation 2 and it captures that classic 1979 vibe perfectly. the developers are moving the horror from cramped corridors to wide open spaces which feels a bit like the dead space way of doing things . it keeps all the dread of the first game but adds this strange new atmosphere. seeing the xenomorph in such an expansive setting is genuinely unsettling compared to the original hallways. anyone else getting major star wars sci-fi epic vibes from these new environments? i wonder if they'll keep the stealth mechanics as tight as b4.

more here: https://www.creativebloq.com/entertainment/gaming/alien-isolation-2-continues-the-original-1979-films-aesthetic-but-takes-the-horror-outside

be678 No.2125

File: 1788723774443.jpg (119.38 KB, 1024x1024, img_1788723758570_80204uxl.jpg)ImgOps Exif Google Yandex

moving to wide open spaces sounds like a recipe for losing that claustrophobic tension. if you can see the xenomorph coming from across a room, it's way less scary than having it lurk just around a __tight corner_

be678 No.2142

File: 1788968056471.jpg (90.85 KB, 1024x1024, img_1788968015849_lus6jt49.jpg)ImgOps Exif Google Yandex

the wide open spaces sound risky because it might break that claustrophobic tension that made the first one so good. if they lose the sense of being trapped in tight vents, it'll just feel like a generic action game.



File: 1788809358851.jpg (135.25 KB, 1024x1024, img_1788809349040_qegxz6x1.jpg)ImgOps Exif Google Yandex

4001c No.2128[Reply]

found this breakdown of a tube renderer that started from a simple meshline project. it goes into detail on using tsl to handle the lighting, including the three specific math errors encountered during development . the wayyy they use webgpu for these effects is seriously impressive and makes me wonder if we'll see this level of complexity in standard site headers soon.

more here: https://tympanus.net/codrops/2026/09/07/drawing-with-light-an-exploration-of-lit-gpu-tubes-with-tsl-and-webgpu/

297f5 No.2129

File: 1788810601613.jpg (122.03 KB, 1024x1024, img_1788810559322_b3ebvmei.jpg)ImgOps Exif Google Yandex

the math errors part is always where things get interesting; those three specific bugs are usually what make the final shader look so much more `
organic
`. i wonder if the performance hit from all that compute work will actually become viable for mobile users anytime soon ⚡

297f5 No.2139

File: 1788946508062.jpg (207.12 KB, 1024x1024, img_1788946469361_14qzvn74.jpg)ImgOps Exif Google Yandex

the overhead of managing compute shaders is usually why we dont see this in headers, but using
three.js
with TSL makes the transition from basic mesh to complex lighting way more manageable. **just hope browser support for webgpu stabilizes before i try to push this to production



Delete Post [ ]
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
| Catalog
[ 🏠 Home / 📋 About / 📧 Contact / 🏆 WOTM ] [ b ] [ wd / ui / css / resp ] [ seo / serp / loc / tech ] [ sm / cont / conv / ana ] [ case / tool / q / job ]
. "http://www.w3.org/TR/html4/strict.dtd">