Hutchison effect visualizer
Skill VRIL-LABS/skill-jam/featured-skills/hutchison-effect-visualizer
Designs a real-time 3D visualization of the Hutchison Effect — overlapping RF, microwave, and Tesla coil interference field patterns producing anomalous material behaviors (levitation, jellification, transmutation zones) rendered as volumetric field interaction regions. Invoke when asked to visualize the Hutchison Effect, RF/microwave interference fields, or anomalous field-matter interaction zones in 3D.From its SKILL.md
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Hutchison Effect Visualizer
Produces a real-time 3D visualization of the Hutchison Effect — the anomalous material behaviors (levitation, molecular disruption, transmutation) reported by John Hutchison when overlapping multiple RF sources, Tesla coil fields, and static electric fields interfere constructively in a localized volume — using Three.js r182+, React Three Fiber v9, TSL shaders, and GPU particles.
When to Use
- User asks to visualize the Hutchison Effect, RF interference fields, or anomalous field interactions
- User wants a 3D rendering of overlapping electromagnetic field interference zones
- An interactive demonstration of constructive/destructive RF field superposition is needed
- User is building an educational or speculative-physics tool around John Hutchison's experiments
- User wants to render volumetric wave interference, levitation anomaly zones, or field-matter coupling visualizations
Process
-
Laboratory scene geometry:
- Model a simplified lab table as a
BoxGeometrybase plane - Place 4–6 RF emitters (small
CylinderGeometryantenna stubs), one Tesla coil (aTorusGeometrytop-load on a cylindrical secondary coil), and one Van de Graaff-style static sphere (SphereGeometry) around the table - Each emitter has a distinct color-coded
MeshStandardMaterialto allow visual identification of each field source
- Model a simplified lab table as a
-
Multi-source field interference volume:
- Compute the superposed electric field amplitude at each point in a 3D grid as the sum of oscillating spherical wave contributions from each source:
E_total(r,t) = Σ_i (A_i / |r − r_i|) · sin(2π·f_i·t − k_i·|r − r_i|) - Bake a 3D
DataTexture(resolution 64³, RGBA32F) with the RMS interference pattern; update it on the GPU via a WebGPU compute shader (TSLFn()) if available, or a WebGL render-target ping-pong - Raymarch this 3D texture in a fullscreen
ShaderMaterialto render the volumetric interference field as a glowing fog
- Compute the superposed electric field amplitude at each point in a 3D grid as the sum of oscillating spherical wave contributions from each source:
-
Constructive interference "hot zone" visualization:
- Identify voxels in the 3D texture where
|E_total| > threshold— these are the Hutchison "active zones" - Render each hot zone as a glowing, semi-transparent
SphereGeometrywith radius proportional to zone intensity, using an emissiveShaderMaterial - Animate the zones flickering with
Bloom-amplified noise pulses to simulate the irregular, irreproducible nature of the effect
- Identify voxels in the 3D texture where
-
Levitation anomaly simulation:
- Place 5–10 small object
BoxGeometry/SphereGeometryprops on the table surface - When a hot zone overlaps with an object, animate it rising (translating upward), wobbling (random rotation via Perlin noise), or deforming (vertex displacement via a
ShaderMaterialnoise function) - All object animations are driven by the interference field value at the object's position — sampled from the
DataTextureand passed as a per-object uniform
- Place 5–10 small object
-
Tesla coil discharge arcs:
- Render stochastic electrical arcs from the Tesla coil top-load as procedural
TubeGeometrypaths generated each frame - Arc paths are computed via a random-walk lightning algorithm: start at top-load, step in direction of maximum field gradient + Gaussian noise, render as a
TubeGeometrywithMeshBasicMaterial({ emissive: 0xffffff }) - Limit to 3–5 arcs per frame, each lasting 2–5 frames before regeneration
- Render stochastic electrical arcs from the Tesla coil top-load as procedural
-
Spectral field frequency overlay:
- Show a 2D frequency-domain display (waterfall plot style) as a
PlaneGeometry+ShaderMaterialrendering a rolling spectrogram of the superposed fields - Color-map: low amplitude (deep blue) → high amplitude (white)
- Show a 2D frequency-domain display (waterfall plot style) as a
-
Post-processing:
Bloom(threshold 0.1, intensity 3.5) for arcs, hot zones, and emittersGodRaysfrom the Tesla coil top-loadGlitch(subtle, occasional) to evoke the chaotic, hard-to-reproduce nature of the effect
-
Runtime controls (lil-gui):
source_count(2–6) — number of active RF/field sourcesfrequencies(array, 1 MHz–1 GHz each) — each source's operating frequencyinterference_threshold(0.1–0.9) — hot-zone activation thresholdtesla_coil_power(0–1) — scales Tesla coil discharge arc frequencylevitation_sensitivity(0–1) — threshold for object levitation animation- Toggles:
show_field_volume,show_hot_zones,show_arcs,show_spectrogram
Output Format
HutchisonEffectScene/
├── HutchisonEffectScene.jsx
├── components/
│ ├── LabTable.jsx ← Table + emitter/coil geometry
│ ├── FieldInterferenceVolume.jsx ← 3D DataTexture raymarched fog
│ ├── HotZones.jsx ← Emissive SphereGeometry active zones
│ ├── LevitatingObjects.jsx ← Field-driven object animation
│ ├── TeslaArcs.jsx ← Procedural TubeGeometry arcs
│ ├── SpectralWaterfall.jsx ← Rolling spectrogram display
│ └── PostFX.jsx
├── shaders/
│ ├── fieldInterference.tsl.js ← TSL superposed spherical wave sum
│ ├── volumeRaymarch.tsl.js ← TSL 3D texture raymarch
│ └── lightningArc.js ← JS random-walk arc path generator
└── controls/gui.js
Boundaries
- Do NOT present the Hutchison Effect as reproducible, peer-reviewed science — it is John Hutchison's privately documented experimental claim; label all anomalous effects as such.
- Do NOT suggest the visualization can guide real high-power RF experiments — high-power RF and Tesla coils are dangerous; include a disclaimer.
- Do NOT recreate geometry per frame for stable objects; only regenerate the stochastic Tesla arc tubes each frame.
- The 3D interference volume computation is computationally intensive — always fall back to a lower-resolution
DataTextureon low-end hardware, detected viarenderer.capabilities.
What ships with it
Read from the repository
Just SKILL.md. No reference files, no scripts.