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  • Rating 561

Budget: 1500 PLN Deadline: 7 days

Hello!

My name is Evgeny, and I have been professionally developing mobile applications, websites, web services, and web applications for 7 years.

*The cost I indicated is for 1 hour of work. To provide a more detailed price, I would like to connect/call and discuss the details.

- You can review my portfolio, feedback, and awards in my profile.

Why should you choose me?
- I have taken 1st and 2nd places in international championships and competitions in the IT field.

Marketplace for consumer goods with a focus on B2B sales
  • Projects -
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  • Rating 629

Budget: 700 PLN Deadline: 7 days

Hello, Vyacheslav.

I will load the .glb in Three.js, set a fixed camera without controls, studio lighting, and slow rotation around the Y-axis. I will make the glass a custom ShaderMaterial with Fresnel, and animate the spiral inside the funnel in the fragment shader using u_time.

The main thing here is capturing the shape. When the button is pressed, the scene continues to rotate, and at the moment of clicking, I will freeze u_time, bake the mesh vertices into static geometry, and export it via GLTFExporter so that the shape can be opened in any editor. I will maintain 60 FPS on desktop and mobile.

I am new to freelancing, I charge low rates, but I will deliver quickly and with quality.

Please let me know: does the shader create the shape of the funnel or is the deformation already in the geometry, and which format is more convenient, glb or obj?

  • Projects 7
  • Rating 4.8
  • Rating 4 176

Budget: 1500 PLN Deadline: 7 days

Good day, Vyacheslav!

I have reviewed the responses from other specialists regarding your project. I will try to propose a solution so that you have the opportunity to communicate not only with GPT chats =)

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For now, I will refrain from a specific proposal, as it is important to understand the ultimate goals of your project. To offer the optimal collaboration option, please clarify:

  • Projects -
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  • Rating 475

Budget: 200 PLN Deadline: 2 days

ready to help you out with this

will send you previous work in chat to make sure we match

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  • Rating 260

Budget: 14000 PLN Deadline: 3 days

Hello! I am ready to perform your project with high quality. I have experience in similar tasks, let's discuss the details.

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  • Rating 526

Budget: 1167 PLN Deadline: 8 days

Vyacheslav, good day!

Straight to the main technical nuance, as it determines the approach and price: is the internal vortex in the funnel created through vertex displacement or is it purely a fragment/raymarch effect inside the glass?

This is critical because THREE.GLTFExporter exports the mesh geometry. If the vortex is a fragment effect, then the "frozen" model cannot simply be exported: it appears on the screen, but it has no real geometry. In this case, at the moment of the snapshot, the shape of the vortex needs to be baked into real geometry (for example, marching cubes based on the density field) and then exported as .glb/.gltf. If the vortex is at the vertices, it’s simpler: we fix the vertex positions at the required millisecond and export.

What I will do:
— load the base model (.glb/.gltf) into the scene with a fixed camera, without user rotation;
— custom ShaderMaterial: transparent glass/acrylic with Fresnel + animated vortex through a fragment shader (u_time);
— continuous rotation around Y;

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  • Rating 196

Budget: 50000 PLN Deadline: 14 days

We already have a nearly ready base for such a WebGL scene - Three.js, shader animation, object rotation, and 3D export, which can be quickly adapted to your model ))

For the timeline, I would estimate 10-14 working days for the working component with .glb loading, a static camera, studio lighting, ShaderMaterial, a snapshot button, and export via GLTFExporter or OBJExporter.

As for the price, the starting point is 65,000 UAH for the first stable version; I can provide a more accurate figure after reviewing the source model.

There is a nuance - if the snapshot needs to bake the mathematical deformation of the shape, this can be done normally through separate geometry and saving phase parameters.

However, if we need to bake visual refraction lines from the fragment shader as physical geometry, that is more complex, and the price should be calculated separately.

  • Projects 9
  • Rating -
  • Rating 536

Budget: 1500 PLN Deadline: 14 days

I saw your project with the vortex, and the task is really interesting. Especially the moment with the "Fix Form" button, where you need to take a snapshot of the mathematical parameters of deformation without stopping the animation, and then generate a mesh from this shader phase. This is non-trivial but solvable through synchronization of u_time and geometry on the CPU side.

I am a full-stack developer with about 3.5 years of commercial experience, primarily using TypeScript and Vue/React. I use Three.js, GLSL, and work with geometry in web projects. A shader for transparent acrylic with a Fresnel effect and animation of internal flows through u_time, plus export via GLTFExporter, is something I have worked with in practice.

As a result: an optimized script ready for integration, 60 FPS on desktop and mobile. I can show my approach to implementation before starting if you want to understand how I plan to take the phase snapshot and export it.

I am ready to discuss the details, feel free to write if you have any questions.

  • Projects 32
  • Rating 4.9
  • Rating 15 075

Budget: 26990 PLN Deadline: 29 days

Good day! My name is Valentin, and I represent Arctic Web Agency. We are a team that specializes in creating modern and effective solutions for businesses. I can provide examples of our similar work in personal messages. We are ready to take your project to work!

Sincerely,
Arctic Web Team
Freelancehunt

  • Projects 53
  • Rating 5.0
  • Rating 7 090

Budget: 1000 PLN Deadline: 5 days

I have worked with Three.js and shaders, I enjoy such tasks. I see it like this: we write a GLSL shader with procedural geometry for a vortex, animate it through uniforms, and separately export a snapshot through rendering to an offscreen buffer with the required resolution. Question: do you need a raster snapshot (PNG/JPG) or would you like to export the geometry as a 3D model (glTF, OBJ)? I am ready to discuss the details.

  • Projects 21
  • Rating -
  • Rating 612

Budget: 1300 PLN Deadline: 10 days

Hello. I can complete your task. I have experience. Write to me and we will agree.

  • Projects 8
  • Rating 5.0
  • Rating 744

Budget: 2000 PLN Deadline: 5 days

Good afternoon, I work with three.js and webgl, there are projects in my profile, I am ready to discuss the details of this task.

  • Projects 5
  • Rating 5.0
  • Rating 1 490

Budget: 2000 PLN Deadline: 14 days

Vyacheslav, good afternoon.

The key point in this task is not the glass shader itself, but the "Fix Shape" button. The deformation of the funnel lives in the vertex shader, meaning the vertex positions are calculated on the GPU right during rendering. If at the moment of clicking you simply hand over the scene to GLTFExporter/OBJExporter, the output will be the original, undeformed model — the exporter does not see what the shader has calculated. This is a typical trap where such tasks get stuck.

To make the snapshot real, the deformation needs to be "baked" into the geometry at the moment of clicking:

1. On click, I take the current u_time and phase parameters.
2. I calculate the vertex offsets on the CPU using the same code as in the shader (I extract the deformation formula into a common JS module so that both the shader and the baking calculate the same), or I capture the result from the GPU via transform feedback on WebGL2.
3. I write the new positions into a fresh BufferGeometry, recalculate the normals (computeVertexNormals) — otherwise, in an external editor, the model will be shaded incorrectly.
4. I hand over the result to GLTFExporter (.glb/.gltf) or OBJExporter. The main scene continues to rotate — the snapshot goes into a separate buffer and does not affect it.

  • Projects -
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  • Rating 280

Budget: 2500 PLN Deadline: 12 days

Hello, Vyacheslav

As a full-stack developer,I have fully experience in three.js programming.
Here are some of my examples:

https://www.kodeclubs.com/
https://acoustics.autoneum.com/

I am ready to start right now and feeel free contact me any time.

  • Projects 6
  • Rating 4.5
  • Rating 1 309

Budget: 2000 PLN Deadline: 10 days

https://sensei3d.com/

Hi hope you are doing well

I can build the interactive Three.js WebGL component for your whirlpool table using the provided GLB or GLTF model with fixed camera studio lighting smooth Y axis rotation and a custom glass style shader.

I will create a clean scene with locked perspective or axonometric camera soft shadows glossy highlights and optimized rendering for desktop and mobile. The object will rotate continuously while the shader animates transparent acrylic glass effects with Fresnel highlights and moving spiral refraction lines driven by time.

For the Capture Shape feature I will implement a button that snapshots the current deformation parameters and shader phase at the exact click moment while the visible animation continues running. Using those frozen values I will generate a separate non animated 3D mold that represents that captured state and export it as GLTF or OBJ with Three.js exporters.

  • Projects 19
  • Rating 5.0
  • Rating 1 790

Budget: 1000 PLN Deadline: 4 days

Good day, I can start working right now. I have over 4 years of experience in development, working with three.js and webgl. I can create an example of how it will look by this evening and show the result. Of course, polishing will take another 1-2 days. I would be happy to collaborate.

  • Projects 5
  • Rating 5.0
  • Rating 1 598

Budget: 1800 PLN Deadline: 8 days

The essence of the task is to capture the deformation parameters at a specific millisecond and bake them into a static mesh while the vortex continues to spin. This is the most interesting part.
In the last project, I exported baked geometry from ShaderMaterial with vertex displacement to glTF. There, it was also necessary to copy the position attribute into a separate buffer without stopping the render.
To assess the volume more accurately, please clarify: is the deformation of the vortex already embedded in the vertices of the original GLB, or is the shape completely computed in the vertex shader?

  • Projects 5
  • Rating 5.0
  • Rating 4 107

Budget: 2000 PLN Deadline: 10 days

Hello!
This is a very interesting project because it combines shader development for real-time procedural graphics and geometry generation, rather than a traditional Three.js product viewer.
I have experience with implementing custom ShaderMaterial in GLSL in Three.js, procedural animation, and geometry export workflows, which are the main requirements here.
The most important technical detail in your specification is the distinction between an animated object in real-time and captured frozen geometry.
Instead of simply exporting the currently displayed mesh, the system should capture the exact state of deformation and shader parameters at a specific moment in time and generate a separate snapshot of static geometry, while the original object continues to rotate and animate in real-time.
For implementation, I would use custom GLSL shaders in Three.js and a special geometry generation layer that reflects the deformation logic used by the visual effect.
The scene will include a fixed camera position, studio lighting, soft shadows, physically accurate materials, and smooth continuous rotation around the Y-axis.
For the material, I would create a custom shader for glass or acrylic with Fresnel reflections, distortion inspired by refraction, animated vortex flows, and procedural motion driven by time, while maintaining compatibility with desktop and mobile devices. Performance
The capture workflow will include:
capturing the exact state in time

  • Projects 69
  • Rating 5.0
  • Rating 12 135

Budget: 1500 PLN Deadline: 10 days

Good afternoon
I am ready to discuss the details in private messages
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