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Crypto · DeFi

Aether

Aether is a premium crypto · defi website template built with Next.js, TypeScript, Tailwind and Three.js spline world. A living low-poly world your users fly through. The Claude Code prompt that builds it is free; the exact tested source code is $79 with a commercial license.

Next.jsTypeScriptTailwind CSSThree.js
$79
one end product
Live demo ↗
Buy source — $79

Specifications

Framework
Next.js · TypeScript · Tailwind
Motion
Three.js spline world
Category
3D worlds
Use case
Crypto · DeFi
Responsive
Desktop → mobile
License
Commercial · one end product
Delivery
Instant ZIP download

What the paid download adds

  • The exact deployed code — tested, not AI-guessed
  • Config-driven copy, palette & assets
  • Compressed media included
  • Deploy README — Vercel or your own VPS
  • Commercial license — one end product
  • Free updates to this template

The free Claude Code prompt

Run this with Claude Code to build your own Aether variant — free. Want the exact, tested code shown in the demo? That’s the $79 download.

# AETHER — Free Claude Code Prompt

*From SmartDuke Studio (studio.smartduke.com). The real prompt behind
our living-world crypto template. The exact tested build — the spline
engine, the committed art direction, every rebuild lesson — is the
paid download: https://studio.smartduke.com*

## Before you start

- Node.js ≥ 20.9. Zero external 3D assets — everything is procedural.
- pmndrs `postprocessing` package for the render pipeline.

## The prompt

> Build a crypto / DeFi website that is a LIVING WEBGL WORLD you travel
> through, not a dashboard you read — Awwwards emotional-experience
> style. The user flies through a stylized landscape; each region is a
> product feature. Bricolage Grotesque + Figtree; deep dusk palette
> into night.
>
> **Stack:** Next.js + TS + Tailwind v4 + vanilla Three.js + pmndrs
> `postprocessing` (EffectComposer HalfFloatType, SMAA, BloomEffect
> mipmapBlur intensity ~0.9 threshold ~0.5, VignetteEffect,
> NoiseEffect COLOR_DODGE ~0.05, ACESFilmic) + GSAP + Lenis.
>
> **Architecture — ONE spline drives everything (this is the whole
> design).** A single THREE.CatmullRomCurve3 winds through the world.
> Do NOT keyframe-teleport the camera between scenes. Instead:
> - The VALLEY is carved along the curve — terrain height = ridged-fbm
>   noise × a distance-to-path mask (sample the curve to ~400 points,
>   distToPath(x,z) returns the nearest). Low-poly: build the plane,
>   displace, `toNonIndexed()`, `flatShading:true`, jitter per-face
>   vertex colors, computeVertexNormals — committed flat-shaded
>   stylization beats failed realism.
> - A glowing RIVER OF LIGHT is ribbon geometry extruded along the
>   curve (per segment: point + tangent × up = side offset), with a
>   flowing-pulse additive shader.
> - ~1400 PARTICLES advance along the curve (each has a 0..1 path
>   param that increments and wraps) — visible liquidity streaming
>   downstream.
> - The CAMERA dollies the same curve continuously: scroll fraction =
>   path param, camera at getPointAt(t), looking at getPointAt(t+0.045).
>   No teleports, ever.
> - Ambience lerps by CONTINUOUS gradient functions of the same
>   fraction (sky dome colors, fog color, sun color + intensity, star
>   opacity, aurora opacity, exposure) — write GRAD (color-stop) and
>   numG (number-stop) helpers.
> - Landmarks along the path: waypoint octahedron crystals with halos,
>   an end portal (torus + glow sprite).
> - Painterly SKY dome shader, additive AURORA curtain planes (GLSL
>   fbm), firefly/star glow sprites.
>
> **Each region = one feature** (river = swaps, range = staking,
> aurora = yield, constellations = governance). DOM sections
> ([data-scene]) with oversized type, glass chips, gradient CTA — over
> a fixed legibility scrim (top/bottom gradient) so text survives
> bright skies.
>
> 60fps: antialias:false (SMAA handles it), DPR ≤ 1.75.

## Gotchas

- Keep the physical sun/glow 40°+ off the camera axis — low sun +
  bloom = full whiteout.
- SplitText line MASKS clip text-shadow glows into visible rectangles
  — reveal WITHOUT masks when using a glow.
- Commit to the flat-shaded low-poly look. Half-hearted realism reads
  as programmer art; the stylization is the point.
- Continuous spline motion >> keyframed scene jumps. It's the
  difference between "half-baked" and "real flow".

---

*Paid version: the full spline engine + post pipeline + README/license
— studio.smartduke.com*

Aether — questions

What is the Aether template built with?

Aether is a Crypto · DeFi website built with Next.js, TypeScript, Tailwind CSS, Three.js. The motion is driven by Three.js spline world, with Lenis smooth scrolling and GSAP ScrollTrigger for the scroll choreography.

How much does Aether cost?

The free Claude Code prompt that builds a Aether variant is $0. The exact, tested source code — the same site shown in the demo — is $79, delivered as an instant ZIP with a commercial license for one end product.

Can I use Aether for a client project?

Yes. The $79 download includes a commercial license to use Aether in one end product, including paid client work. Everything is config-driven, so copy, palette and assets re-skin from a single file.

What's the difference between the free prompt and the paid download?

The free prompt gets Claude Code to build you a Aether variant — genuinely good, but it costs tokens and debugging time and results vary. The paid download is the exact site in the demo: tested, compressed, documented, licensed, with free updates.

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Ship Aether today.

The free prompt gets you a variant. The $79 download is the exact, tested site — deployed in an afternoon.