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Descending

VantageAn immersive descent

Made by Selora Oy

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01 — Principle

Depth is not decoration. It is the distance between what moves fast and what refuses to move at all.

MethodLayers displaced on a shared timeline, scrubbed against scroll position rather than time.
MotionMomentum smoothing keeps the wheel continuous, so every transform reads as one gesture.
ResultA flat plane becomes a volume the eye can walk into.

02 — Field studies

Six
Distances

Each frame drifts at its own rate. Nothing here shares a velocity.

Mountain ridge above a sea of cloud

Ridge

01
Fog rolling through a forest valley

Fog

02
Sunlight through tall trees

Canopy

03
Snow covered peaks at night

Cold

04
Waterfall beneath a stone bridge

Fall

05
Layered mountain range at dusk

Range

06

03 — Foreground

Moves
Most

The nearest plane travels the greatest distance across the viewport. It exits before you finish reading it — that departure is what your eye reads as proximity.

01
Forested slope beside a river

04 — Midground

Holds
Shape

The middle plane carries the subject. It drifts enough to feel alive, never enough to lose the composition it is responsible for holding together.

02
Rolling green hills under low cloud

05 — Horizon

Barely
Moves

The furthest plane is almost fixed. Its stillness is the reference every other layer is measured against. Remove it and the depth collapses instantly.

03
Distant mountain horizon at sunrise
Footbridge leading into dense forest

Open
The Frame

DepthDriftDepthDrift DepthDriftDepthDrift
Mountain ridge above a sea of cloud

The Last
Layer

Scroll to arrive