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Cymbal Crash

A brass cymbal struck by a drumstick: the metal ripples in vibration modes and rings down to stillness. Loops perfectly.

3D object, V2 Objects3DSeamless loop, verified133 lines of codev1.0.0

In Music & sound, Craft & heritage

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Cymbal Crash preview
Starting live preview…
00:00:00:00 / 00:00:00:01

Live, running the real source at reduced resolution.

Your current settings go with it. Combine several clips and hand them over together from your sequence.

Effect controls

Presets

1
1

Multiplies the vibration frequencies.

The preview runs the same code your AI receives. These settings travel with the hand-off.

Info

What it is

A brass cymbal on a stand in studio light, struck once per loop by a drumstick. Its rim ripples in the lobed patterns of real vibration modes (two, three, four and five lobes around the edge and a rippling bowl), each oscillating a whole number of times per loop while the whole ring fades to nothing before the next strike. Choose the metal (brass, bronze or silver), how violently it rings, the pitch of the vibration, the backdrop colour and whether the camera sways.

Reuse it in your own idea

  • Music title: Brass, one strike.
  • Soft intro: Silver, soft ring.
  • Beat drop: Violent crash.

Which part is reusable

src/cymbal-crash.js is the ingredient your AI reuses. demo.js is only the example scene around it, and uses chrome-material only for the demo.

Good to know

  • The vibration is a closed-form sum of modes, not a physical simulation.
  • The stick pivots about its tip and does not bounce off the metal.

Technical details

Technical details
Implementation
Three.js 0.185.1 (WebGL) · ES module src/cymbal-crash.js
Exports
  • createCymbal({ metal?, ring?, speed? }) => { group, setProgress(progress), dispose() }
  • METALS: { brass, bronze, silver }
Dependencies (exact)
  • three@0.185.1 (source) — Renderer, geometry and shader materials.
  • chrome-material@1.1.0 (demo) — Studio environment light, backdrop and contact shadow.
  • apw-runtime@1.0.0 (demo) — Demo harness.
How it fits a scene

Coordinates: The cymbal is centred on the origin with radius 3, lying nearly flat (tilted 0.28 rad towards the camera); the stick strikes at (1.9, ·, 0.7).

Lighting: A warm key light with a shadow map and the studio environment.

Timing: setProgress(progress) rewrites the surface from a closed form; frames render in any order.

Output
1080×1080, 30 fps, 10 s · procedural (computed from the frame number) · seamless loop — The strike lands halfway through the loop; each vibration mode oscillates a whole number of times in the time since the strike and the ring-down envelope fades to zero before the next strike, so the last frame meets the first.
Tested
Rendered 300 frames on 2026-10-06 in Chrome 154.0.8037.97 headless on Linux 7.0.0-38-generic (x64), Node 22.14.0 (WebGL 2 via SwiftShader (software)). Same frame twice from fresh pages: identical. Loop: Frame 0 vs end state (progress 1): mean |Δ| 0.0000, max |Δ| 0 of 255.
Performance
About 9 000 vertices rewritten and re-normalised each frame, a shadow map: a couple of milliseconds a frame on an integrated Intel GPU. Software WebGL renders in about a second a frame.
Export a video yourself
Download the source, then in the folder: npm install npm run render -- cymbal-crash/1.0.0 --out my-video.mp4Needs Node 18+, ffmpeg and Chrome/Chromium. Add --params my-settings.json (from Copy settings) for your own settings.
Version
1.0.0 · sha256:c317f3ccbc0731a0…
Files
License
MIT. Copyright (c) 2026 AI Pixel Wizard. Released under the MIT License. See LICENSE in this folder. License details
Provenance
Adapted from the owner's threejs-sketches/objects-scenes/cymbal-crash (MIT) and rebuilt for AI Pixel Wizard in October 2026 as an original studio object: a lathed-profile cymbal whose surface is a closed-form sum of lobed vibration modes after a strike, on an exact loop.
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