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@nachi-vfx/trails
Advanced tools
GPU ribbon/trail authoring and Three.js integration for nachi. Register the package's compiler
extensions with core, then use ribbon() and ribbonId() in an emitter. Birth-order storage keeps
strip ordering independent from alive compaction.
Three.js is an exact three@0.185.1 peer for the @nachi-vfx/trails/three materializer.
The renderer requires WebGPU storage buffers and indirect draw; WebGL2 reports
NACHI_RIBBON_WEBGL2_UNSUPPORTED instead of silently selecting a different trail algorithm.
ribbonId() accepts a non-negative u32 integer or
{ mode: 'alternating', count, offset? }. Count is a positive u32 value, offset is non-negative,
and offset + count - 1 must remain within u32; count 2^32 is rejected before it can wrap to zero
in the shader. ribbon() accepts only stretched or tiled UV mode. Compilation requires every
statically authored ID to be lower than maxRibbons; NACHI_RIBBON_ID_OUT_OF_RANGE prevents silent
strand loss. Factory and registered compiler paths share the package-owned validators.
materializeThreeRibbonDraw() returns a draw with dispose(renderer?). Reuse that mesh while its
emitter is alive, or call dispose() before replacing it. Ribbon draws participate in the official
Three runtime's visibility, render-order, profiling, pooling, and kernel-release lifecycle; a draw
must not be rendered after its effect instance is released.
Use draw.setUserVisible(false) to hide a ribbon independently of runtime culling and
draw.setUserVisible(true) to return to runtime visibility. The final rule is
runtimeVisible && userVisible, with userVisible defaulting to true. Assigning
draw.mesh.visible directly is not persistent because the Three runtime owns that field.
FAQs
GPU ribbon and trail renderer integration for nachi
We found that @nachi-vfx/trails demonstrated a healthy version release cadence and project activity because the last version was released less than a year ago. It has 1 open source maintainer collaborating on the project.

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