52.13°N · 06.27 · /me · iteration 2
Continuous is the winner — now pulled toward straight. fractalNoise (smoother than turbulence) at low frequency + low scale keeps the line nearly straight while it breathes, live, every frame.
All four tween the displacement scale live. Left → right = increasing turbulence. The first two hold near-straight lines; #4 is the previous C amplitude for contrast (the "too busy").
Straight-line lever: use fractalNoise not turbulence (no abrupt kinks), drop baseFrequency (longer wavelength = gentler), drop scale (less throw), drop octaves to 1–2. Minimal turbulence is also cheaper to tween live — fewer octaves = less per-frame cost. Still gate behind prefers-reduced-motion (falls back to a static minimal edge).
A border-only frame (no fill) straddling a split background — void on the left, bright ice on the right. The displaced border breaks; look at what shows through the breaks.
Verdict: the gaps are transparent, not blank/white pixels — they reveal whatever sits behind the element. Over the void they show void; over the bright block they show bright. So on the real page the breaks read as the background (void + contour grid) bleeding through — cohesive by default. The caveat: a card floated over other content would leak that content through the gaps, so heavy edges belong on plain ground.
Halftone is the general design-system fill; grain stays reserved for special artifacts. Here on real cards with the minimal edge spirit — crisp dots, no smooth gradient anywhere.
System lock: edge = minimal live fractalNoise displacement · fill = ordered halftone · tone transitions dithered/stepped, never smooth · all-blue · grain → special artifacts only.