TIDELIGHT / IN MOTION
A world in motion.
Water travels. Mist drifts. Wet stone passes the lens.
Then the mathematics comes into view.
10 seconds · 1600 × 900 · 24 fps · silent · loads 8.4 MB on play
THE RECIPE, WITH TIME ADDED
Follow a frame
back to its rules.
The cinematic shot is a real moving 3D scene. The longer film replays that same ten-second move to explain four ingredients.
Scrub time below to seek the filmed frame. The wave diagram uses the same four equations as the mesh.
THE MOVING SURFACE
Four waves.
One changing surface.
The ivory line is their sum at y = 0. Turn off every term and it becomes flat.
These switches change the diagram only. The rendered film always uses all four terms. Lengths are scene units.
h(x, 0, t) · x = −12…12 · vertical range ±0.18
INSPECT & REPRODUCE
The beauty has a source.
Scene direction: Adem Vessell. Built with Codex, Python and Blender 5.1.2 / Cycles Metal; films assembled with FFmpeg. The browser runs JavaScript/SVG diagrams and KaTeX equations. The cinematic frames are rendered offline.
What moves: the water mesh, fine shading coordinates, volumetric density field and camera. The added foreground stones use a height-dependent wetness gradient. No optical-flow interpolation or image warp creates the shot.
What is modeled: a designed wave field and advected procedural mist. These are not a coupled fluid simulation or a calibrated coastal model. The original three-parameter recovery experiment has not been rerun on this new scene.
Opening the scene: the Blender file holds the geometry and materials. Run the accompanying Python script to reinstall its runtime animation handler and reproduce the motion.