Grid
Fractal Grid
A square grid that splits into finer and finer cells toward its centre, like a zoom into ever smaller detail.
Settings and defaults
- Depth
- 5
- Split Radius
- 3.5
- Split Jitter
- 0.5
- Cell Size
- 4
- Line Width
- 1.6
- Section Size
- 4
- Section Width
- 2.2
- Line Mode
- 0
- Cell Mode
- 2
- Anim Speed
- 1
- Anim Scale
- 0.5
- Anim Intensity
- 1
- Fade Strength
- 0.7
- Displace
- 0
- Size
- 50
- Line Color
- #59bfff
- Section Color
- #99e6ff
- Cell Color
- #1f61a3
- Glow Color
- #66e6ff
- Bg Color
- #020810
- Bg Opacity
- 0
- Reveal
- 1
- Reveal Duration
- 0
The Fractal Grid is a square grid that refines itself. Far from the centre the cells are large; closer in, each cell splits into four, and those split again, down to six levels, so the floor reads as a zoom into ever finer detail. Deeper cells take on the accent colour and their lines get thinner and dimmer, so you can see the levels at a glance.
How it works
Each cell asks a single question: is it close enough to the centre to split? The radius in which cells split halves at every level, which is what makes the result self-similar rather than one blurred patch of detail. A little randomness per cell can make the boundary of each level wobble, so the refinement edge looks organic rather than ruled.
Settings
- Depth is the maximum number of subdivision levels, from 1 to 6.
- Split Radius sets how far from the centre cells start dividing.
- Split Jitter makes that boundary irregular.
- Cell Size is the size of the largest cells.
- Cell Mode lights the smallest cells: Twinkle, Wave, Ripple or Alternate.
Use it for
Data and analytics visuals, zoom and detail metaphors (resolution, precision, scale), tech product floors and mathematical backgrounds. Compare the Apollonian Grid, where the self-similar detail is circles instead of squares.
Code and API
Ready-to-paste React Three Fiber code and the 3DRise API are included in paid plans, inside the studio.
More grids
Advanced Grid
A Grid with shader material , animation and noise effects.
Apollonian Grid
An Apollonian gasket of tangent circles built by circle inversion, re-balanced by a slow Möbius flow. Use for jewel-like, mathematical and luxury scenes.
Basic Grid
Basic grid with cells and sections
Chladni Grid
Vibrating Chladni plates: sand settles on the nodal lines of a standing wave that drifts between resonances. Use for sound, music, science and meditative floors.
Circuit Grid
Beautifull circuit grid
Conformal Grid
A square lattice pulled through ideal-flow potentials (spinning cylinder, vortex, source-sink); colour is flow speed and dye rides the streamlines. Use for science and tech scenes.
Works well with
Basic Material
An unlit 3D material: flat color or image that ignores every light in the scene. For UI panels, flat graphics and exact brand colors.
Basic3d Rise Mesh Shader Material
An unlit surface that shows a color or an image exactly as given, unaffected by scene lights. For screens, posters, panels and flat graphics.
Custom ShaderBasic
The six standard 3D surface materials, from unlit flat color to physically based paint, clearcoat and cel shading. How each one takes light.
MaterialCustom Shader
Custom shader surfaces for 3D objects: an unlit color-or-image surface to start from, and the shader materials you create yourself in the studio.
MaterialEffect
Animated effect materials for 3D objects: nebulas, storm, cirrus, cartoon, painterly and volumetric clouds, plus a rune glyph ring and a sparkle burst.
MaterialLambert Material
A purely matte 3D material with soft shading and no highlights. Light and fast, for low-poly scenes, terrain and backgrounds.
Basic