I made a conscious choice to keep the planets at a distance. Forcing close-ups felt like adding more 'stuff' to look at, and I wanted the opposite of that. By maintaining that sense of space, the experience stays light and empty, letting the vastness do the talking instead of the detail.
Here is the Published Link :
https://omma.build/p/3d-solar-system-simulation-fu0248
Design 2: I wanted to build something that felt less like a screen and more like a physical object. Aether is essentially a piece of frosted glass suspended in space. I spent a lot of time tuning the JavaScript to make sure the movement felt weighted and organic, not robotic. It’s a quiet, 3D-first approach designed for brands—like high-end architecture—that need to feel intentional and elevated rather than just busy.
Here is the Published Link :
https://omma.build/p/futuristic-architectural-corridor-scene-s7041g