08Layered Smoke Where Each Layer Moves at a Different Speed
Layers further back move their particles slower and blurrier, and that speed gap against the front layer reads as depth.
Best forPortfolio hero scene
LAYERSradiusMulalphaMul

<main class="stage">
<div class="smk is-demo" id="smkRoot">
<canvas class="smk__canvas" id="smkCanvas" width="480" height="300"></canvas>
<p class="smk__caption">Layers further back move their particles slower and blurrier, and that speed gap against the front layer reads as depth.</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-paper);
.smk {
position: relative;
width: min(92vw, calc(160vh - 12.8vw));
aspect-ratio: 480 / 300;
margin: 0 auto;
border-radius: $r-card;
overflow: hidden;
box-shadow: $shadow-raised;
background: $stage-paper;
}
.smk__canvas {
display: block;
width: 100%;
height: 100%;
}
.smk__caption {
position: absolute;
left: $sp-3;
top: $sp-3;
max-width: 70%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.smk__caption { font-size: 10px; padding: $sp-1 $sp-2; }
}
@media (prefers-reduced-motion: reduce) {
.smk { cursor: default; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #ffffff;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.smk {
position: relative;
width: min(92vw, 160vh - 12.8vw);
aspect-ratio: 480/300;
margin: 0 auto;
border-radius: 16px;
overflow: hidden;
box-shadow: 0 14px 24px rgba(23, 20, 26, 0.32);
background: #ffffff;
}
.smk__canvas {
display: block;
width: 100%;
height: 100%;
}
.smk__caption {
position: absolute;
left: 12px;
top: 12px;
max-width: 70%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.smk__caption {
font-size: 10px;
padding: 4px 8px;
}
}
@media (prefers-reduced-motion: reduce) {
.smk {
cursor: default;
}
}(function () {
// 기법: 같은 상승·난류 계산을 레이어 배열(LAYER)에 담긴 서로 다른 속도·반경 배율·
// 알파로 3번 반복한다. 뒤 레이어일수록 속도를 낮추고 반경을 키우고 알파를 낮춰 흐릿하게
// 그린다 — 원근에 따른 대기 산란(aerial perspective) 근사를 계산으로 만든다. 뒤에서
// 앞 순서로 그려 앞 레이어가 항상 위에 겹치게 한다.
var root = document.getElementById('smkRoot');
var canvas = document.getElementById('smkCanvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var CALC_W = 160, CALC_H = 100;
var LAYERS = [
{ speed: 6, radiusMul: 1.7, alphaMul: 0.20, bx: CALC_W * 0.30, spawnPerS: 11, seed: 423081 },
{ speed: 13, radiusMul: 1.15, alphaMul: 0.32, bx: CALC_W * 0.52, spawnPerS: 15, seed: 423082 },
{ speed: 22, radiusMul: 0.8, alphaMul: 0.46, bx: CALC_W * 0.72, spawnPerS: 19, seed: 423083 }
];
var PLUME_LIFE_MS = 2400;
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var NOISE_DIM = 40;
var noiseRand = seedRand(423080);
var noiseTable = new Float32Array(NOISE_DIM * NOISE_DIM);
for (var ni = 0; ni < noiseTable.length; ni += 1) noiseTable[ni] = noiseRand();
function noiseAt(xi, yi) {
var wx = ((xi % NOISE_DIM) + NOISE_DIM) % NOISE_DIM;
var wy = ((yi % NOISE_DIM) + NOISE_DIM) % NOISE_DIM;
return noiseTable[wy * NOISE_DIM + wx];
}
function smoothstep(t) { return t * t * (3 - 2 * t); }
function valueNoise2D(x, y) {
var x0 = Math.floor(x), y0 = Math.floor(y);
var tx = smoothstep(x - x0), ty = smoothstep(y - y0);
var v00 = noiseAt(x0, y0), v10 = noiseAt(x0 + 1, y0);
var v01 = noiseAt(x0, y0 + 1), v11 = noiseAt(x0 + 1, y0 + 1);
var a = v00 + (v10 - v00) * tx;
var b = v01 + (v11 - v01) * tx;
return a + (b - a) * ty;
}
for (var li = 0; li < LAYERS.length; li += 1) {
LAYERS[li].rand = seedRand(LAYERS[li].seed);
LAYERS[li].particles = [];
LAYERS[li].spawnAcc = 0;
}
function stepSim(dtMs, nowMs) {
var dtS = dtMs / 1000;
for (var li = 0; li < LAYERS.length; li += 1) {
var L = LAYERS[li];
L.spawnAcc += dtMs * L.spawnPerS / 1000;
while (L.spawnAcc >= 1) {
L.particles.push({
bx: L.bx + (L.rand() - 0.5) * 10,
y: CALC_H - 6,
born: nowMs,
wSeed: L.rand() * 1000
});
L.spawnAcc -= 1;
}
var alive = [];
for (var i = 0; i < L.particles.length; i += 1) {
var p = L.particles[i];
p.y -= L.speed * dtS;
if (nowMs - p.born < PLUME_LIFE_MS) alive.push(p);
}
L.particles = alive;
}
}
function drawSmoke(nowMs) {
var sx = cw / CALC_W, sy = ch / CALC_H;
ctx.clearRect(0, 0, cw, ch);
for (var li = 0; li < LAYERS.length; li += 1) {
var L = LAYERS[li];
for (var i = 0; i < L.particles.length; i += 1) {
var p = L.particles[i];
var f = Math.max(0, Math.min(1, (nowMs - p.born) / PLUME_LIFE_MS));
var turb = (valueNoise2D(p.wSeed * 0.03, nowMs * 0.0016) - 0.5) * 2;
var x = p.bx + turb * 14 * f;
var r = (6 + f * 16) * L.radiusMul;
var alpha = Math.sin(f * Math.PI) * L.alphaMul;
if (alpha <= 0.01) continue;
var dx = x * sx, dy = p.y * sy, dr = r * ((sx + sy) / 2);
var g = ctx.createRadialGradient(dx, dy, 0, dx, dy, dr);
g.addColorStop(0, 'rgba(30,28,34,' + alpha + ')');
g.addColorStop(1, 'rgba(30,28,34,0)');
ctx.fillStyle = g;
ctx.beginPath();
ctx.arc(dx, dy, dr, 0, Math.PI * 2);
ctx.fill();
}
}
}
var cw = 480, ch = 300;
function fit() {
var r = wrap.getBoundingClientRect();
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
canvas.width = cw; canvas.height = ch;
drawSmoke(elapsed);
}
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var elapsed = 0;
if (reduce) root.classList.remove('is-demo');
var warmSteps = reduce ? 160 : 130;
for (var w = 0; w < warmSteps; w += 1) { elapsed += 20; stepSim(20, elapsed); }
var lastTs = null;
function tick(ts) {
if (lastTs === null) lastTs = ts;
var dt = Math.min(ts - lastTs, 48);
lastTs = ts;
if (!reduce) {
elapsed += dt;
stepSim(dt, elapsed);
drawSmoke(elapsed);
}
requestAnimationFrame(tick);
}
fit();
window.addEventListener('resize', fit);
drawSmoke(elapsed);
requestAnimationFrame(tick);
})();import { useEffect, useRef } from "react";
import styles from "./SmokeEffectLayeredDepthParallax.module.scss";
type Particle = { bx: number; y: number; born: number; wSeed: number };
type Layer = {
speed: number; radiusMul: number; alphaMul: number; bx: number; spawnPerS: number; seed: number;
rand: () => number; particles: Particle[]; spawnAcc: number;
};
export default function SmokeEffectLayeredDepthParallax() {
const rootRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const root = rootRef.current;
const canvas = canvasRef.current;
if (!root || !canvas) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
const wrap = canvas.parentElement as HTMLElement;
const CALC_W = 160, CALC_H = 100;
const PLUME_LIFE_MS = 2400;
function seedRand(seed: number) {
let s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
const NOISE_DIM = 40;
const noiseRand = seedRand(423080);
const noiseTable = new Float32Array(NOISE_DIM * NOISE_DIM);
for (let ni = 0; ni < noiseTable.length; ni += 1) noiseTable[ni] = noiseRand();
function noiseAt(xi: number, yi: number) {
const wx = ((xi % NOISE_DIM) + NOISE_DIM) % NOISE_DIM;
const wy = ((yi % NOISE_DIM) + NOISE_DIM) % NOISE_DIM;
return noiseTable[wy * NOISE_DIM + wx];
}
function smoothstep(t: number) { return t * t * (3 - 2 * t); }
function valueNoise2D(x: number, y: number) {
const x0 = Math.floor(x), y0 = Math.floor(y);
const tx = smoothstep(x - x0), ty = smoothstep(y - y0);
const v00 = noiseAt(x0, y0), v10 = noiseAt(x0 + 1, y0);
const v01 = noiseAt(x0, y0 + 1), v11 = noiseAt(x0 + 1, y0 + 1);
const a = v00 + (v10 - v00) * tx;
const b = v01 + (v11 - v01) * tx;
return a + (b - a) * ty;
}
const LAYERS: Layer[] = [
{ speed: 6, radiusMul: 1.7, alphaMul: 0.20, bx: CALC_W * 0.30, spawnPerS: 11, seed: 423081, rand: seedRand(423081), particles: [], spawnAcc: 0 },
{ speed: 13, radiusMul: 1.15, alphaMul: 0.32, bx: CALC_W * 0.52, spawnPerS: 15, seed: 423082, rand: seedRand(423082), particles: [], spawnAcc: 0 },
{ speed: 22, radiusMul: 0.8, alphaMul: 0.46, bx: CALC_W * 0.72, spawnPerS: 19, seed: 423083, rand: seedRand(423083), particles: [], spawnAcc: 0 }
];
function stepSim(dtMs: number, nowMs: number) {
const dtS = dtMs / 1000;
for (let li = 0; li < LAYERS.length; li += 1) {
const L = LAYERS[li];
L.spawnAcc += dtMs * L.spawnPerS / 1000;
while (L.spawnAcc >= 1) {
L.particles.push({ bx: L.bx + (L.rand() - 0.5) * 10, y: CALC_H - 6, born: nowMs, wSeed: L.rand() * 1000 });
L.spawnAcc -= 1;
}
const alive: Particle[] = [];
for (let i = 0; i < L.particles.length; i += 1) {
const p = L.particles[i];
p.y -= L.speed * dtS;
if (nowMs - p.born < PLUME_LIFE_MS) alive.push(p);
}
L.particles = alive;
}
}
let cw = 480, ch = 300;
function drawSmoke(nowMs: number) {
const sx = cw / CALC_W, sy = ch / CALC_H;
ctx!.clearRect(0, 0, cw, ch);
for (let li = 0; li < LAYERS.length; li += 1) {
const L = LAYERS[li];
for (let i = 0; i < L.particles.length; i += 1) {
const p = L.particles[i];
const f = Math.max(0, Math.min(1, (nowMs - p.born) / PLUME_LIFE_MS));
const turb = (valueNoise2D(p.wSeed * 0.03, nowMs * 0.0016) - 0.5) * 2;
const x = p.bx + turb * 14 * f;
const r = (6 + f * 16) * L.radiusMul;
const alpha = Math.sin(f * Math.PI) * L.alphaMul;
if (alpha <= 0.01) continue;
const dx = x * sx, dy = p.y * sy, dr = r * ((sx + sy) / 2);
const g = ctx!.createRadialGradient(dx, dy, 0, dx, dy, dr);
g.addColorStop(0, "rgba(30,28,34," + alpha + ")");
g.addColorStop(1, "rgba(30,28,34,0)");
ctx!.fillStyle = g;
ctx!.beginPath();
ctx!.arc(dx, dy, dr, 0, Math.PI * 2);
ctx!.fill();
}
}
}
function fit() {
const r = wrap.getBoundingClientRect();
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
canvas!.width = cw; canvas!.height = ch;
drawSmoke(elapsed);
}
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let elapsed = 0;
if (reduce) root.classList.remove("is-demo");
const warmSteps = reduce ? 160 : 130;
for (let w = 0; w < warmSteps; w += 1) { elapsed += 20; stepSim(20, elapsed); }
let lastTs: number | null = null;
let raf = 0;
function tick(ts: number) {
if (lastTs === null) lastTs = ts;
const dt = Math.min(ts - lastTs, 48);
lastTs = ts;
if (!reduce) {
elapsed += dt;
stepSim(dt, elapsed);
drawSmoke(elapsed);
}
raf = requestAnimationFrame(tick);
}
fit();
window.addEventListener("resize", fit);
drawSmoke(elapsed);
raf = requestAnimationFrame(tick);
return () => {
cancelAnimationFrame(raf);
window.removeEventListener("resize", fit);
};
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.smk} is-demo`} ref={rootRef}>
<canvas className={styles.smk__canvas} ref={canvasRef} width={480} height={300} />
<p className={styles.smk__caption}>뒤쪽 레이어일수록 입자가 더 느리고 흐릿하게 움직여 앞쪽 레이어와 속도 차이가 깊이감을 만든다</p>
</div>
</main>
);
}08 Layered Smoke Where Each Layer Moves at a Different Speed — Measured area 23.225% · moving frames 23/23Original by GODRICH · SCSS and React ship in the zip · CSS Smoke Effect: 9 Canvas Noise Patterns
The post this demo lives in
CSS Smoke Effect: 9 Canvas Noise PatternsA css smoke effect set: This smoke has no physics engine. Item 06 still swirls away from the pointer, item 07 still puff See all demos in this post
If you like this effect - similar demos
Galleries01 Rain Streaks Parallaxing at a Different Thickness and Speed Per Depth Layer9 CSS Rain Animation Layers for a Storm Window
Galleries01 Snowflake Layers That Read Size as DepthSnow Animation CSS: 9 Snowfall Scenes in Canvas
Galleries03 Minimap that shows where you are9 Image Zoom Viewer Interactions — No Photo Files