52.13°N · 06.27 · meet.boas.dev / me
Direction C ratified. Green removed — full blue ramp. Two questions answered by rendering: how the breathing edge is driven (and how much harder it can move), and what replaces the smooth card-gradient AI-tell.
The edge warps by swapping pre-baked displacement filters (same noise, different scale). No text touched — content sits on an unfiltered layer above. Cost lives in feTurbulence; a discrete swap re-rasterizes only at keyframe ends, so it is cheap. Only the last variant tweens the scale live, every frame.
Intensity verdict: static edges are free (paint once, cached). Discrete swaps (variants 1–3) are negligible — fine to run on many cards. The continuous tween (4) is the only costly one; keep it to one hero, add contain:strict, gate behind prefers-reduced-motion. More-frequent change is cheap via multi-state; smoothness costs frames.
Same knob, used semantically: warp intensity = importance / recency. Low warp reads settled and far; high warp reads urgent and near. This is the time-dissolve idea generalized into a hierarchy language.
The smooth radial card-fill is the generative-design signature — banned. Tone inside a surface must be dithered or stepped. Four treatments of the same blue tonal fall-off:
Recommendation: #4 (grain) for surface fills — it ties tone to the same feTurbulence engine driving edges and glass: one primitive, three consumers. #3 (ordered) for anywhere wanting a sharper, schematic register. #2 as the safe fallback. #1 never. All four print correctly; grain disables under @media print.