Five distinct trail systems
Choose a luminous comet, velocity-shaped ribbon, thrown sparks, a soft elastic stroke, or orbiting beads rather than simple color variations.
Pointer & interaction
Turn pointer movement into a deliberate visual gesture. Explore tapered light, chromatic ribbon, sparks, elastic ink, and orbiting beads with real mouse and touch input.
Responsive motion
Cursor motion can add delight when it feels immediate and remains disciplined. EvenMesh gives each trail a capped, visibility-aware canvas runtime with a stable idle composition and respectful reduced-motion behavior.
Choose a luminous comet, velocity-shaped ribbon, thrown sparks, a soft elastic stroke, or orbiting beads rather than simple color variations.
Test the result directly in the studio. Length, smoothing, persistence, spread, glow, weight, opacity, and palette all change the gesture.
Samples and device resolution are capped, rendering sleeps at idle, and visibility, viewport intersection, cleanup, and reduced motion are built into the export.
Three-step workflow
Try broad curves, quick direction changes, and slow details with a pointer or touch to understand the selected system.
Balance sample length and persistence first, then adjust smoothing, size, spread, glow, opacity, and color.
Copy the self-contained canvas snippet into a section or download a standalone page for a complete working reference.
No. The live and exported runtimes draw one composed idle state, then request animation frames only while a real trail or spark is resolving.
Yes. The renderer uses pointer events, so mouse, pen, and touch share the same capped interaction path while vertical page gestures remain available.
Device pixel ratio is capped at two and reduced further for unusually large surfaces. Trail samples and spark counts have hard upper limits.
They see a stable idle composition. Direct pointer input updates a static trail without starting a continuous animation loop.