Grid
Moire Grid
Two overlapping line lattices that turn against each other, creating large, slowly shifting moire interference patterns.
Settings and defaults
- Shape
- Square
- Layer Angle
- 0.05
- Layer Scale
- 1.06
- Spin
- 1
- Cell Size
- 2.8
- Line Width
- 1.4
- Section Size
- 12
- Section Width
- 0
- Line Mode
- 0
- Cell Mode
- 2
- Anim Speed
- 1
- Anim Scale
- 1
- Anim Intensity
- 1
- Fade Strength
- 0.7
- Displace
- 0
- Size
- 50
- Line Color
- #226bd9
- Section Color
- #f2599e
- Cell Color
- #0d1a40
- Glow Color
- #99d9ff
- Bg Color
- #02040d
- Bg Opacity
- 0
- Reveal
- 1
- Reveal Duration
- 0
The Moire Grid lays two almost identical lattices on top of each other and turns them slightly against one another. Where their lines nearly line up, large soft bands and rosettes appear that are far bigger than either lattice, the same effect you see through two layers of net curtain or on a striped shirt on camera.
How it works
Neither lattice draws the big pattern. It emerges on its own wherever the two sets of lines fall into and out of step, which is why it looks physical rather than painted. The angle between the layers swings back and forth instead of growing forever, so the floor keeps cycling through the long, slow beats that are the interesting part. An optional third lattice can trace the beat pattern itself.
Settings
- Shape sets both layers to Square, Hex or Rings (concentric circles, which offset rather than turn).
- Layer Angle is the angle between the layers; small values beat slowly in wide bands.
- Layer Scale sets the spacing of the second layer; close to 1 gives long beats.
- Spin is the speed of the counter-rotation; 0 freezes the pattern.
- Section Width above 0 draws the beat lattice on top (square shape).
Use it for
Op-art and retro graphics, fashion and editorial backdrops, music visuals and minimal abstract hero sections. For other line-pattern floors, see the Quasicrystal Grid or browse all grids.
Code and API
Ready-to-paste React Three Fiber code and the 3DRise API are included in paid plans, inside the studio.
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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.
BasicBasic
The six standard 3D surface materials, from unlit flat color to physically based paint, clearcoat and cel shading. How each one takes light.
MaterialLambert Material
A purely matte 3D material with soft shading and no highlights. Light and fast, for low-poly scenes, terrain and backgrounds.
BasicPhong Material
Classic shiny 3D shading: soft diffuse color plus a sharp highlight. For retro 3D, glossy plastic and quick, light scenes.
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 ShaderCustom 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.
Material