You are a computational geometry engineer, creative technologist, technical artist, typographic designer, and WebGL engineer. Build SHADOW FOUNDRY. An interactive, museum-quality digital art installation where abstract three-dimensional sculptures cast perfectly composed typographic shadows. The user can: - Generate a sculpture from a phrase. - Examine the sculpture from any angle. - Move the light and destroy the readable shadow. - Watch the sculpture reorganize to restore the message. - Change the material and lighting. - Reveal the geometric construction. - Export high-resolution artwork. - Record the complete interaction. This is not a landing page. It is not a typography animation. It is not a 3D text model. It is a real-time computational shadow sculpture. The fundamental artistic idea: THE OBJECT IS CHAOS. THE SHADOW IS ORDER. Everything must be generated through actual geometry, lighting, and rendering. No AI-generated images. No prerecorded videos. No projected text textures. No fake shadow overlays. The visible message must emerge from the shadows cast by actual three-dimensional objects. Do not ask the user for inputs. Open directly into a complete installation. The default message is: LOOK CLOSER. The message is displayed on a large architectural wall. It must be produced entirely by the sculpture's shadow. The sculpture consists of approximately 80 independent metallic fragments. Each fragment has a unique: - Three-dimensional position - Depth - Orientation - Silhouette - Surface treatment - Motion path The fragments occupy a volume approximately: 2.2m wide 1.5m high 1.8m deep They are suspended in front of the wall. The fragments should look like an intentionally designed kinetic sculpture. From an oblique angle, they appear abstract. From the light's perspective, their projected silhouettes combine into the desired typography. A single architectural spotlight illuminates the sculpture. The resulting shadow reads: LOOK CLOSER. The shadow must be sharp enough to read immediately. The initial composition should look like an editorial photograph of an extraordinary contemporary art installation. It should be beautiful before the user interacts with it. ARTISTIC REFERENCE Think: Contemporary sculpture gallery. Experimental light installation. Brutalist architectural photography. Precision-machined kinetic sculpture. Museum exhibition design. The visual quality should feel like an expensive commission for an international design institution. COLOR PALETTE Background: #E9E6DE Architectural wall: #EAE7E0 Floor: #D7D3CB Metal fragments: #252724 Secondary metal: #6D716E Shadow: #181A18 Interface: #20221F Accent: #E8FF6A The accent color is used sparingly for selected controls. No colorful gradients. No purple lighting. No decorative glow. No particles. No floating glass spheres. No generic futuristic interface. ARCHITECTURE The installation exists inside a minimalist gallery. One enormous plaster wall. One seamless concrete floor. A very subtle wall-floor junction. A single visible spotlight. The spotlight is mounted on a slender mechanical arm. The sculpture floats approximately 1.2m above the floor. Use a subtle structural frame if necessary. The installation should feel architecturally believable. MATERIALS Fragments are brushed dark titanium or anodized aluminum. Metalness: Approximately 0.75-0.95. Roughness: Approximately 0.25-0.38. Use anisotropic-looking brushed highlights where supported. The fragments should have visible thickness. Their edges catch narrow highlights. Avoid perfectly flat black pieces. Add tiny variations in surface roughness. Do not add excessive scratches or grunge. WALL The wall has an almost imperceptible plaster texture. Its surface should not be perfectly computer-generated white. Use procedural low-frequency surface variation. The texture must not compete with the shadow. The shadow is the hero. Use one perspective camera. Reference viewport: 1440x900. Camera focal-length equivalent: Approximately 65mm. Initial camera position: Slightly to the right of the sculpture. Approximately 24 degrees away from the wall normal. Camera height: Approximately 1.6m. The composition should reveal both: 1. The physical sculpture. 2. Its shadow on the wall. The sculpture occupies the left half of the composition. The readable shadow occupies the right half. Do not overlap the sculpture and shadow so heavily that the illusion becomes difficult to understand. The user must be able to orbit the camera. Orbit limits: Horizontal: -55 to +55 degrees from the default view. Vertical: -20 to +30 degrees. Keep the camera target near the center of the installation. Use smooth, critically damped camera movement. No exaggerated inertia. No continuous automatic rotation. No cinematic camera shake. Provide three camera presets: SCULPTURE: An oblique view emphasizing the physical fragments. SHADOW: A nearly frontal view emphasizing the readable message. STUDIO: The original balanced composition. Camera transitions should take approximately 1.1 seconds. Use a smooth quintic ease. Never cut between camera positions. The default phrase uses an extremely heavy grotesk typeface. Prefer a suitable openly licensed typeface. Use a font with: - Strong uppercase geometry - Clear counters - Heavy strokes - Minimal decorative details - Excellent readability The typography should feel architectural. Default layout: LOOK CLOSER. Two lines. The second line is slightly wider. Both lines are optically centered. Total shadow width: Approximately 2.1m. Total shadow height: Approximately 1.1m. Tracking: Tight but not overlapping. Line spacing: Approximately 0.95 times cap height. The period is oversized. It should feel lik
This clip was generated with Claude Opus 5.5 by Anthropic. The prompt on this page is the exact text used to create it.
The example was generated with Claude Opus 5.5 using: 729:434 · 0:28 · Abstract · Digital Art · 3D Render. Reusing these settings gives the closest match.
Copy the prompt as-is first, then change the subject while keeping the camera, motion, and lighting terms. Video models are sensitive to wording, so expect a few runs.
Yes. Prompts work best as starting points — swap scenes, adjust pacing terms, or change the aspect ratio to fit your project.