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# Run Rob Run: Building a Music-Reactive Goo with Three.js and WebGPU

**[Codrops](https://daily.dev/sources/codrops)** · 9 min read · 3 upvotes · 0 comments

## Summary

A breakdown of the technical build behind a music-reactive 3D portfolio scene made with Three.js and WebGPU. The centerpiece is a layered goo object with a refractive shell and orange core that deforms based on scroll position (morphing from an organic blob into a cube) and reacts to music via weighted audio analysis favoring kicks and claps over transient high-frequency sounds. Covers custom deformation logic, damping and easing for natural-feeling movement, hover-triggered surface details like dust and grid readouts, performance techniques such as precomputed noise and staggered updates, and accessibility considerations like reduced-motion support and WebGPU fallbacks.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://tympanus.net/codrops/2026/08/20/run-rob-run-building-a-music-reactive-goo-with-three-js-and-webgpu>

## Questions this post answers

### How can I make a Three.js scene react to music without every sound causing equally large movements?

Weight the response toward dominant low-frequency events like kicks and larger claps rather than treating all frequency bands equally. Separate audio input into low, mid, and high channels, dampen high-frequency transients like hi-hats so they only create light surface motion, and reduce kick influence when the mix is crowded or high-end activity is elevated, using values like lowDominance and crowdDensity to balance the response.

_daily.dev surfaces creative coding techniques like audio-reactive shaders for developers refining interactive builds._

### How do you morph a 3D mesh from an organic blob shape into a cube based on scroll position in Three.js?

Blend two deformation targets using smoothstep functions tied to scroll progress: an organic direction-based blob with lobes and surface noise, and a cube projection where each vertex is pulled toward its nearest cube face. Use THREE.MathUtils.lerp to interpolate vertex positions between the organic and cube points as morphProgress increases, keeping the goo-like character early while landing in a clean cube at full scroll.

_developers building scroll-driven 3D interactions can track techniques like this on daily.dev._

### Why does 3D geometry deformation feel nervous or too digital when reacting to audio impacts?

Movement feels nervous when the object returns to its resting shape too quickly after a hit. Using asymmetric easing, where impact attacks fast (an ease value like 0.34) but releases slowly (around 0.075), combined with THREE.MathUtils.lerp and a damping curve tied to delta time, gives the object a heavier, more physical feel as it settles.

_daily.dev helps developers compare damping and easing patterns used in real-time 3D animation work._

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---

Tags: [#threejs](https://daily.dev/tags/threejs), [#webgpu](https://daily.dev/tags/webgpu), [#creative-coding](https://daily.dev/tags/creative-coding)

[View this post on daily.dev](https://daily.dev/posts/run-rob-run-building-a-music-reactive-goo-with-three-js-and-webgpu-mruzhhr1p)

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