Through the kiln
A twisting, fluted cobalt ceramic column opens along a light-blue cut face, revealing seven continuous internal channels.

Drag vertically or move the Section slider to inspect a different cut depth.
Subframe Original · MIT
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Standalone React component. Styles are included.
React only. No additional packages.
Render the default export inside a container with a defined height. Its optional active prop stops movement when false. This example works with React 19; Next.js projects can use it as a client component.
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"use client"
/**
* MIT License
* Copyright (c) 2026 Subframe
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is furnished to do
* so, subject to the following conditions: The above copyright notice and this
* permission notice shall be included in all copies or substantial portions of
* the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO
* EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
* OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
import { useEffect, useRef, useState } from "react"
export const DEFAULT_CONFIG = { wallThickness: 8, cutAngle: 18, capRoughness: 0.65 }
const FRAGMENT = `
precision highp float;
uniform vec2 u_resolution;
uniform float u_depth,u_wall,u_angle,u_roughness;
float hash(vec3 p) { return fract(sin(dot(p,vec3(127.1,311.7,74.7)))*43758.5453); }
float box(vec3 p,vec3 b,float radius) {
vec3 q=abs(p)-b+radius;
return length(max(q,0.))+min(max(q.x,max(q.y,q.z)),0.)-radius;
}
mat2 turn(float a) { return mat2(cos(a),-sin(a),sin(a),cos(a)); }
vec3 encode(vec3 c) { return pow(max(c,0.),vec3(1./2.2)); }
float ceramic(vec3 p) {
vec2 q=turn(p.y*.48)*p.xz;
float angle=atan(q.y,q.x);
float radius=.70+.09*cos(p.y*1.7)+.025*sin(p.y*3.1);
float flutes=.075*cos(angle*6.)+.009*cos(angle*30.);
vec2 shell=vec2(length(q)-radius-flutes,abs(p.y)-1.02);
float outer=min(max(shell.x,shell.y),0.)+length(max(shell,0.))-.012;
float holes=length(q)-(.29-u_wall*.005);
for(int i=0;i<6;i++) {
float a=float(i)*1.04719755;
vec2 center=vec2(cos(a),sin(a))*(.50+.018*sin(p.y*2.));
holes=min(holes,length(q-center)-(.196-u_wall*.005));
}
return max(outer,-holes);
}
vec3 planeNormal() { return normalize(vec3(sin(u_angle),cos(u_angle),.18*sin(u_angle))); }
float scene(vec3 p) { return max(ceramic(p),dot(p,planeNormal())-u_depth); }
vec3 normalAt(vec3 p) {
const float e=.001;
return normalize(vec3(scene(p+vec3(e,0,0))-scene(p-vec3(e,0,0)),scene(p+vec3(0,e,0))-scene(p-vec3(0,e,0)),scene(p+vec3(0,0,e))-scene(p-vec3(0,0,e))));
}
float shadow(vec3 p,vec3 l) {
float t=.015,res=1.;
for(int i=0;i<32;i++) { float h=scene(p+l*t);res=min(res,6.*h/t);t+=clamp(h,.012,.14);if(h<.001||t>3.)break; }
return clamp(res,.12,1.);
}
void main() {
vec2 uv=(gl_FragCoord.xy-.5*u_resolution)/u_resolution.y;
uv.y-=.08;
vec3 eye=vec3(2.6,3.5,4.8),direction=normalize(-eye),right=normalize(cross(direction,vec3(0,1,0))),up=cross(right,direction);
vec3 ro=eye+(right*uv.x+up*uv.y)*3.5,rd=direction;
float t=0.;bool hit=false;
for(int i=0;i<160;i++) { float d=scene(ro+rd*t);if(d<max(.0007,1.3/u_resolution.y)){hit=true;break;}t+=max(d*.5,.0003);if(t>9.)break; }
vec3 color=vec3(.80,.79,.765);
float ground=(-1.037-ro.y)/rd.y;
if(ground>0.) {
vec3 floorPoint=ro+rd*ground;
float contact=exp(-dot(floorPoint.xz, floorPoint.xz*vec2(.85,1.2))*1.3);
color=vec3(.80,.79,.765)*(1.-contact*.12);
color*=.75+.25*shadow(floorPoint+vec3(0,.004,0),normalize(vec3(-3.,5.,4.)));
}
if(hit) {
vec3 p=ro+rd*t,n=normalAt(p),light=normalize(vec3(-3.,5.,4.));
float cut=dot(p,planeNormal())-u_depth;
float cap=step(ceramic(p),cut+.0015);
vec3 albedo=mix(vec3(.014,.040,.57),vec3(.19,.38,.86),cap);
float diffuse=max(dot(n,light),0.);
float ao=1.;
ao-=max(0.,.10-scene(p+n*.10))*2.1;
ao-=max(0.,.24-scene(p+n*.24))*1.2;
ao-=max(0.,.42-scene(p+n*.42))*.7;
ao=clamp(ao,.16,1.);
vec3 cell=floor(p*180.);
vec3 grainNormal=vec3(hash(cell),hash(cell+vec3(19,7,3)),hash(cell+vec3(5,23,11)))*2.-1.;
n=normalize(n+(grainNormal-n*dot(grainNormal,n))*(.009+cap*.012));
float rough=mix(.18,u_roughness,cap);
vec3 halfVector=normalize(light-rd);
diffuse=max(dot(n,light),0.);
float spec=pow(max(dot(n,halfVector),0.),mix(110.,9.,rough))*(1.-rough)*.5;
float ceramicGrain=hash(floor(p*650.));
color=albedo*(.20+.85*diffuse*shadow(p+n*.004,light))*ao;
color+=vec3(.025,.045,.11)*pow(max(n.x,0.),2.)*ao;
float reflection=pow(max(dot(reflect(rd,n),normalize(vec3(-.8,.7,2.))),0.),45.);
color+=vec3(.25,.32,.45)*reflection*(1.-cap);
color+=spec;
color*=.98+ceramicGrain*.035;
color*=1.-cap*pow(hash(floor(p*250.)),18.)*.18;
}
gl_FragColor=vec4(encode(color),1.);
}
`
const EDGE_FRAGMENT = `
precision highp float;
uniform sampler2D u_image;
uniform vec2 u_size;
void main() {
vec2 uv=gl_FragCoord.xy/u_size,pixel=1./u_size;
vec3 center=texture2D(u_image,uv).rgb;
vec3 nw=texture2D(u_image,uv+pixel*vec2(-1,1)).rgb;
vec3 ne=texture2D(u_image,uv+pixel*vec2(1,1)).rgb;
vec3 sw=texture2D(u_image,uv+pixel*vec2(-1,-1)).rgb;
vec3 se=texture2D(u_image,uv+pixel*vec2(1,-1)).rgb;
vec3 weights=vec3(.299,.587,.114);
float a=dot(nw,weights),b=dot(ne,weights),c=dot(sw,weights),d=dot(se,weights),middle=dot(center,weights);
float lo=min(middle,min(min(a,b),min(c,d))),hi=max(middle,max(max(a,b),max(c,d)));
if(hi-lo<.035){gl_FragColor=vec4(center,1);return;}
vec2 tangent=vec2(c+d-a-b,a+c-b-d);
float stabilizer=max((a+b+c+d)*.03125,.008);
tangent=clamp(tangent/(min(abs(tangent.x),abs(tangent.y))+stabilizer),-3.,3.)*pixel;
vec3 inner=.5*(texture2D(u_image,uv-tangent/6.).rgb+texture2D(u_image,uv+tangent/6.).rgb);
vec3 outer=.5*inner+.25*(texture2D(u_image,uv-tangent*.5).rgb+texture2D(u_image,uv+tangent*.5).rgb);
float test=dot(outer,weights);
gl_FragColor=vec4(test<lo||test>hi?inner:outer,1);
}
`
function bounded(value: number | undefined, fallback: number, min: number, max: number) {
return Number.isFinite(value) ? Math.max(min, Math.min(max, value as number)) : fallback
}
function useSurface(uniforms: Record<string, number>, active: boolean, followKey = "", followMs = 0) {
const canvas = useRef<HTMLCanvasElement>(null)
const live = useRef({ uniforms, active, followKey, followMs })
const request = useRef<() => void>(() => {})
const lease = useRef(0)
const [available, setAvailable] = useState(false)
live.current = { uniforms, active, followKey, followMs }
useEffect(() => {
const element = canvas.current
if (!element) {
return
}
const gl = element.getContext("webgl", { alpha: false, antialias: false, powerPreference: "low-power" })
if (!gl) {
return
}
const leaseOwner = lease
const currentLease = ++leaseOwner.current
let program: WebGLProgram | null = null
let buffer: WebGLBuffer | null = null
let edgeProgram: WebGLProgram | null = null
let texture: WebGLTexture | null = null
let target: WebGLFramebuffer | null = null
let targetWidth = 0
let targetHeight = 0
let edgeSize: WebGLUniformLocation | null = null
let edgeImage: WebGLUniformLocation | null = null
let mainPosition = 0
let edgePosition = 0
let shaders: WebGLShader[] = []
let locations: Record<string, WebGLUniformLocation | null> = {}
let frame = 0
let previous = 0
let disposed = false
let lost = false
let followed = live.current.uniforms[live.current.followKey] ?? 0
const media = matchMedia("(prefers-reduced-motion: reduce)")
const clear = () => {
if (buffer) {
gl.deleteBuffer(buffer)
}
if (program) {
gl.deleteProgram(program)
}
if (edgeProgram) {
gl.deleteProgram(edgeProgram)
}
if (texture) {
gl.deleteTexture(texture)
}
if (target) {
gl.deleteFramebuffer(target)
}
edgeProgram = null
texture = null
target = null
targetWidth = 0
targetHeight = 0
shaders.forEach((shader) => gl.deleteShader(shader))
buffer = null
program = null
shaders = []
}
const paint = () => {
if (disposed || lost || !program) {
return
}
gl.bindFramebuffer(gl.FRAMEBUFFER, target)
gl.useProgram(program)
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
gl.enableVertexAttribArray(mainPosition)
gl.vertexAttribPointer(mainPosition, 2, gl.FLOAT, false, 0, 0)
gl.uniform2f(locations.u_resolution, element.width, element.height)
for (const [key, value] of Object.entries(live.current.uniforms)) {
gl.uniform1f(locations[key], key === live.current.followKey ? followed : value)
}
gl.drawArrays(gl.TRIANGLES, 0, 6)
gl.bindFramebuffer(gl.FRAMEBUFFER, null)
gl.useProgram(edgeProgram)
gl.enableVertexAttribArray(edgePosition)
gl.vertexAttribPointer(edgePosition, 2, gl.FLOAT, false, 0, 0)
gl.activeTexture(gl.TEXTURE0)
gl.bindTexture(gl.TEXTURE_2D, texture)
gl.uniform1i(edgeImage, 0)
gl.uniform2f(edgeSize, element.width, element.height)
gl.drawArrays(gl.TRIANGLES, 0, 6)
}
const tick = (now: number) => {
frame = 0
const state = live.current
if (disposed || lost || document.hidden || !state.active) {
return
}
const target = state.uniforms[state.followKey]
const dt = previous ? Math.min(now - previous, 48) : 16
previous = now
followed += (target - followed) * (1 - Math.exp(-dt / Math.max(1, state.followMs)))
if (Math.abs(target - followed) < 0.0002) {
followed = target
}
paint()
if (followed !== target) {
frame = requestAnimationFrame(tick)
}
}
const wake = () => {
cancelAnimationFrame(frame)
frame = 0
previous = 0
const state = live.current
if (!state.followKey || media.matches || state.followMs === 0) {
followed = state.uniforms[state.followKey] ?? 0
}
paint()
if (
state.followKey &&
state.active &&
!media.matches &&
!document.hidden &&
followed !== state.uniforms[state.followKey]
) {
frame = requestAnimationFrame(tick)
}
}
const resize = () => {
if (disposed || lost) {
return
}
const rect = element.getBoundingClientRect()
if (!rect.width || !rect.height) {
return
}
const ratio = Math.min(devicePixelRatio || 1, 3, Math.sqrt(4000000 / (rect.width * rect.height)))
const width = Math.max(1, Math.round(rect.width * ratio))
const height = Math.max(1, Math.round(rect.height * ratio))
if (width !== element.width || height !== element.height) {
element.width = width
element.height = height
}
if (texture && target && (targetWidth !== width || targetHeight !== height)) {
gl.bindTexture(gl.TEXTURE_2D, texture)
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null)
gl.bindFramebuffer(gl.FRAMEBUFFER, target)
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0)
gl.bindFramebuffer(gl.FRAMEBUFFER, null)
targetWidth = width
targetHeight = height
}
gl.viewport(0, 0, width, height)
paint()
}
const initialize = () => {
clear()
const compile = (kind: number, source: string) => {
const shader = gl.createShader(kind)
if (!shader) {
return null
}
shaders.push(shader)
gl.shaderSource(shader, source)
gl.compileShader(shader)
return gl.getShaderParameter(shader, gl.COMPILE_STATUS) ? shader : null
}
const vertex = compile(gl.VERTEX_SHADER, "attribute vec2 position;void main(){gl_Position=vec4(position,0.,1.);}")
const fragment = compile(gl.FRAGMENT_SHADER, FRAGMENT)
const edgeFragment = compile(gl.FRAGMENT_SHADER, EDGE_FRAGMENT)
edgeProgram = gl.createProgram()
texture = gl.createTexture()
target = gl.createFramebuffer()
program = gl.createProgram()
buffer = gl.createBuffer()
if (!vertex || !fragment || !edgeFragment || !program || !buffer || !edgeProgram || !texture || !target) {
clear()
setAvailable(false)
return
}
gl.attachShader(program, vertex)
gl.attachShader(program, fragment)
gl.linkProgram(program)
gl.attachShader(edgeProgram, vertex)
gl.attachShader(edgeProgram, edgeFragment)
gl.linkProgram(edgeProgram)
if (!gl.getProgramParameter(program, gl.LINK_STATUS) || !gl.getProgramParameter(edgeProgram, gl.LINK_STATUS)) {
clear()
setAvailable(false)
return
}
gl.useProgram(program)
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]), gl.STATIC_DRAW)
mainPosition = gl.getAttribLocation(program, "position")
edgePosition = gl.getAttribLocation(edgeProgram, "position")
edgeSize = gl.getUniformLocation(edgeProgram, "u_size")
edgeImage = gl.getUniformLocation(edgeProgram, "u_image")
gl.bindTexture(gl.TEXTURE_2D, texture)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
locations = {}
for (const name of ["u_resolution", ...Object.keys(live.current.uniforms)]) {
locations[name] = gl.getUniformLocation(program, name)
}
resize()
setAvailable(true)
wake()
}
const contextLost = (event: Event) => {
event.preventDefault()
lost = true
program = null
edgeProgram = null
buffer = null
texture = null
target = null
shaders = []
targetWidth = 0
targetHeight = 0
cancelAnimationFrame(frame)
setAvailable(false)
}
const contextRestored = () => {
lost = false
initialize()
}
const visibility = () => {
if (document.hidden) {
cancelAnimationFrame(frame)
frame = 0
previous = 0
} else {
wake()
}
}
const observer = new ResizeObserver(resize)
const transforms = new MutationObserver(resize)
for (let node: HTMLElement | null = element; node; node = node.parentElement) {
observer.observe(node)
transforms.observe(node, { attributes: true, attributeFilter: ["style", "class"] })
}
element.addEventListener("webglcontextlost", contextLost)
element.addEventListener("webglcontextrestored", contextRestored)
media.addEventListener("change", wake)
document.addEventListener("visibilitychange", visibility)
window.addEventListener("resize", resize)
request.current = wake
initialize()
return () => {
disposed = true
cancelAnimationFrame(frame)
request.current = () => {}
observer.disconnect()
transforms.disconnect()
element.removeEventListener("webglcontextlost", contextLost)
element.removeEventListener("webglcontextrestored", contextRestored)
media.removeEventListener("change", wake)
document.removeEventListener("visibilitychange", visibility)
window.removeEventListener("resize", resize)
clear()
queueMicrotask(() => {
if (leaseOwner.current === currentLease) {
gl.getExtension("WEBGL_lose_context")?.loseContext()
}
})
}
}, [])
useEffect(() => {
request.current()
}, [uniforms, active, followKey, followMs])
return { canvas, available }
}
export default function KilnSection({
active = true,
config,
}: {
active?: boolean
config?: Partial<typeof DEFAULT_CONFIG>
}) {
const [depth, setDepth] = useState(0.58)
const dragging = useRef<{ y: number; depth: number } | null>(null)
useEffect(() => {
if (!active) {
dragging.current = null
}
}, [active])
const { canvas, available } = useSurface(
{
u_depth: depth,
u_wall: bounded(config?.wallThickness, 8, 3, 18),
u_angle: (bounded(config?.cutAngle, 18, -45, 45) * Math.PI) / 180,
u_roughness: bounded(config?.capRoughness, 0.65, 0.1, 1),
},
active,
)
const change = (clientY: number) => {
const rect = canvas.current?.getBoundingClientRect()
if (rect && dragging.current) {
setDepth(
Math.max(-0.82, Math.min(0.96, dragging.current.depth - ((clientY - dragging.current.y) / rect.height) * 2.6)),
)
}
}
return (
<section className="sf-kiln" aria-label="Ceramic cross-section study">
{!available && (
<div className="sf-kiln-fallback">
<span>Interactive section requires WebGL.</span>
</div>
)}
<canvas
ref={canvas}
aria-label="A fluted cobalt ceramic column with seven twisting channels and a light-blue cut face"
role="img"
style={{ opacity: available ? 1 : 0 }}
onPointerDown={(event) => {
if (!active || !available || event.button !== 0) {
return
}
dragging.current = { y: event.clientY, depth }
event.currentTarget.setPointerCapture(event.pointerId)
}}
onPointerMove={(event) => {
if (active && dragging.current) {
change(event.clientY)
}
}}
onPointerUp={() => {
dragging.current = null
}}
onPointerCancel={() => {
dragging.current = null
}}
onLostPointerCapture={() => {
dragging.current = null
}}
/>
<label className="sf-kiln-control">
<span>Section</span>
<input
aria-label="Section height"
type="range"
min="-0.82"
max="0.96"
step="0.01"
value={depth}
disabled={!active || !available}
onChange={(event) => setDepth(Number(event.target.value))}
/>
<output>{Math.round((depth + 0.98) * 50)} mm</output>
</label>
<style>{`.sf-kiln{position:relative;isolation:isolate;width:100%;height:100%;min-height:200px;overflow:hidden;background:#e7e5e0;color:#373a43;font:11px Arial,sans-serif}.sf-kiln canvas,.sf-kiln-fallback{position:absolute;inset:0;width:100%;height:100%}.sf-kiln canvas{display:block;touch-action:none;cursor:ns-resize}.sf-kiln-control{position:absolute;bottom:20px;left:32px;right:32px;display:flex;align-items:center;gap:16px;height:32px}.sf-kiln-control input{flex:1;min-width:0;appearance:none;background:transparent;cursor:ew-resize;height:32px}.sf-kiln-control input::-webkit-slider-runnable-track{height:2px;background:#b5b7bd;border-radius:2px}.sf-kiln-control input::-webkit-slider-thumb{appearance:none;width:13px;height:13px;margin-top:-5.5px;border-radius:50%;background:#374dc6;box-shadow:0 1px 2px #0003}.sf-kiln-control input::-moz-range-track{height:2px;background:#b5b7bd}.sf-kiln-control input::-moz-range-thumb{border:0;width:13px;height:13px;border-radius:50%;background:#374dc6}.sf-kiln-control input:disabled{cursor:default;opacity:.5}.sf-kiln-control output{width:45px;text-align:right;font-variant-numeric:tabular-nums}.sf-kiln-control input:focus-visible{outline:2px solid #374dc6;outline-offset:4px}.sf-kiln-fallback svg{width:100%;height:100%}.sf-kiln-fallback span{position:absolute;bottom:66px;left:0;right:0;text-align:center;color:#686c73;font-size:11px}`}</style>
</section>
)
}
Where it works well
Explain the wall and cavity construction of an object without separating it into exploded parts.
Reduced motion
The object remains stationary; direct pointer, touch and keyboard input updates the cut immediately.
Things to know
A bounded analytic ceramic solid with seven authored channels, not an arbitrary mesh sectioning tool. Requires WebGL 1; a status message appears if unavailable or lost, and the renderer rebuilds on restoration.