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🎈 Floating Balloons

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Creating Lava Lamp Animation

published on 8/21/2025
interactive example

3D Voxel Animation: Lava Lamp

This guide walks you through how to generate a looping 3D voxel animation of a lava lamp using SpatialStudio. The script creates a mesmerizing lava lamp with floating blobs that heat up, rise, cool down, and sink inside a glass container, then saves the animation to a .splv file.


What this script does

  • Creates a 3D scene of size 128×128×128
  • Builds a realistic lava lamp with:
    • A transparent glass container
    • A metallic base and cap
    • 12 lava blobs that continuously move up and down
    • Smooth blob morphing and color transitions
    • Heat-based color gradients (red-hot at bottom, cooler orange-yellow at top)
  • Animates the lava cycle for 10 seconds at 30 FPS
  • Outputs the file lava_lamp.splv that you can play in your viewer

How it works (simplified)

  1. Voxel volume Each frame is a 3D grid filled with RGBA values (SIZE × SIZE × SIZE × 4).

  2. Glass container A hollow cylindrical container with transparent walls that contain the lava.

  3. Lava blobs Organic-shaped spheroids that use sine waves and noise for realistic blob deformation.

  4. Heat simulation Blobs start hot (red) at the bottom, rise while cooling (orange → yellow), then sink back down.

  5. Color gradients Each blob's color changes based on its vertical position, simulating temperature.

  6. Animation loop A normalized time variable t cycles from 0 → 2π, with each blob having different phase offsets for natural movement.

  7. Encoding Frames are passed into splv.Encoder, which writes them into the .splv video file.


Try it yourself

Install requirements first:

pip install spatialstudio numpy tqdm

Then copy this script into lava_lamp.py and run:

python lava_lamp.py

Full Script

import numpy as np
from spatialstudio import splv
from tqdm import tqdm

# Scene setup
SIZE, FPS, SECONDS = 128, 30, 10
FRAMES = FPS * SECONDS
CENTER_X = CENTER_Y = CENTER_Z = SIZE // 2
OUT_PATH = "../outputs/lava_lamp.splv"

# Lava lamp settings
CONTAINER_RADIUS = 20
CONTAINER_HEIGHT = 80
BLOB_COUNT = 12
BLOB_BASE_SIZE = 6

def add_voxel(volume, x, y, z, color):
    if 0 <= x < SIZE and 0 <= y < SIZE and 0 <= z < SIZE:
        volume[x, y, z, :3] = color
        volume[x, y, z, 3] = 255

def add_transparent_voxel(volume, x, y, z, color, alpha):
    if 0 <= x < SIZE and 0 <= y < SIZE and 0 <= z < SIZE:
        volume[x, y, z, :3] = color
        volume[x, y, z, 3] = alpha

def generate_container(volume):
    # Glass walls
    for y in range(CENTER_Y - CONTAINER_HEIGHT//2, CENTER_Y + CONTAINER_HEIGHT//2):
        for angle in np.linspace(0, 2*np.pi, 64):
            x = int(CENTER_X + CONTAINER_RADIUS * np.cos(angle))
            z = int(CENTER_Z + CONTAINER_RADIUS * np.sin(angle))
            add_transparent_voxel(volume, x, y, z, (200, 220, 255), 120)
    
    # Metal base
    base_y = CENTER_Y - CONTAINER_HEIGHT//2
    for dy in range(-5, 0):
        for dx in range(-CONTAINER_RADIUS-3, CONTAINER_RADIUS+4):
            for dz in range(-CONTAINER_RADIUS-3, CONTAINER_RADIUS+4):
                if dx*dx + dz*dz <= (CONTAINER_RADIUS+3)**2:
                    brightness = 1.0 - abs(dy) * 0.1
                    color = tuple(int(c * brightness) for c in (120, 120, 140))
                    add_voxel(volume, CENTER_X+dx, base_y+dy, CENTER_Z+dz, color)
    
    # Metal cap
    cap_y = CENTER_Y + CONTAINER_HEIGHT//2
    for dy in range(0, 5):
        for dx in range(-CONTAINER_RADIUS-3, CONTAINER_RADIUS+4):
            for dz in range(-CONTAINER_RADIUS-3, CONTAINER_RADIUS+4):
                if dx*dx + dz*dz <= (CONTAINER_RADIUS+3)**2:
                    brightness = 1.0 - abs(dy) * 0.1
                    color = tuple(int(c * brightness) for c in (120, 120, 140))
                    add_voxel(volume, CENTER_X+dx, cap_y+dy, CENTER_Z+dz, color)

def get_heat_color(heat_level):
    # heat_level: 0.0 (cool/top) to 1.0 (hot/bottom)
    if heat_level < 0.5:
        # Cool: yellow to orange
        r = int(255 * (0.8 + heat_level * 0.4))
        g = int(255 * (0.4 + heat_level * 0.6))
        b = int(30 * (1.0 - heat_level))
    else:
        # Hot: orange to red
        factor = (heat_level - 0.5) * 2
        r = 255
        g = int(255 * (1.0 - factor * 0.7))
        b = int(30 * (1.0 - factor))
    return (r, g, b)

def generate_lava_blob(volume, cx, cy, cz, size, t, blob_id):
    # Add organic deformation
    for dx in range(-size-2, size+3):
        for dy in range(-size-2, size+3):
            for dz in range(-size-2, size+3):
                # Base spherical distance
                base_dist = np.sqrt(dx*dx + dy*dy + dz*dz)
                
                # Add organic noise
                noise = (np.sin(dx*0.3 + t*1.2 + blob_id) * 
                        np.sin(dy*0.4 + t*0.8 + blob_id*1.5) * 
                        np.sin(dz*0.35 + t*1.0 + blob_id*0.7)) * 2
                
                # Blob boundary with noise
                if base_dist <= size + noise:
                    # Calculate heat based on Y position
                    container_bottom = CENTER_Y - CONTAINER_HEIGHT//2 + 5
                    container_top = CENTER_Y + CONTAINER_HEIGHT//2 - 5
                    heat_level = (container_top - cy) / (container_top - container_bottom)
                    heat_level = max(0.0, min(1.0, heat_level))
                    
                    # Add some internal variation
                    internal_heat = heat_level + np.sin(base_dist*0.5 + t) * 0.2
                    internal_heat = max(0.0, min(1.0, internal_heat))
                    
                    color = get_heat_color(internal_heat)
                    add_voxel(volume, cx+dx, cy+dy, cz+dz, color)

def generate_lava_blobs(volume, t):
    for i in range(BLOB_COUNT):
        # Each blob has different phase and speed
        blob_phase = (i / BLOB_COUNT) * 2 * np.pi
        blob_speed = 0.8 + (i % 3) * 0.4  # Varying speeds
        
        # Vertical movement (main lava lamp effect)
        container_bottom = CENTER_Y - CONTAINER_HEIGHT//2 + 10
        container_top = CENTER_Y + CONTAINER_HEIGHT//2 - 10
        travel_range = container_top - container_bottom
        
        # Sine wave movement with different phases
        y_pos = container_bottom + (travel_range/2) + (travel_range/2) * np.sin(t * blob_speed + blob_phase)
        
        # Horizontal position (slight drift)
        radius_drift = 8
        angle = t * 0.3 + blob_phase
        x_pos = CENTER_X + radius_drift * np.cos(angle + i * 0.7)
        z_pos = CENTER_Z + radius_drift * np.sin(angle + i * 1.3)
        
        # Blob size variation
        size_variation = np.sin(t * 1.5 + blob_phase) * 2
        blob_size = BLOB_BASE_SIZE + int(size_variation)
        blob_size = max(4, blob_size)  # Minimum size
        
        # Keep blobs within container
        dist_from_center = np.sqrt((x_pos - CENTER_X)**2 + (z_pos - CENTER_Z)**2)
        if dist_from_center + blob_size > CONTAINER_RADIUS - 2:
            scale = (CONTAINER_RADIUS - 2 - blob_size) / dist_from_center
            x_pos = CENTER_X + (x_pos - CENTER_X) * scale
            z_pos = CENTER_Z + (z_pos - CENTER_Z) * scale
        
        generate_lava_blob(volume, int(x_pos), int(y_pos), int(z_pos), blob_size, t, i)

def generate_scene(volume, t):
    generate_container(volume)
    generate_lava_blobs(volume, t)

enc = splv.Encoder(SIZE, SIZE, SIZE, framerate=FPS, outputPath=OUT_PATH, motionVectors="off")

for frame in tqdm(range(FRAMES), desc="Generating lava lamp"):
    volume = np.zeros((SIZE, SIZE, SIZE, 4), dtype=np.uint8)
    t = (frame / FRAMES) * 2*np.pi
    generate_scene(volume, t)
    enc.encode(splv.Frame(volume, lrAxis="x", udAxis="y", fbAxis="z"))

enc.finish()
print(f"Created {OUT_PATH}")

Next steps

  • Change BLOB_COUNT to add more or fewer lava blobs.
  • Modify get_heat_color() to experiment with different color schemes (blue lava, green, etc.).
  • Adjust blob_speed values to make the lava move faster or slower.
  • Increase CONTAINER_HEIGHT for a taller lamp.
  • Add bubble effects by creating smaller, faster-rising spheres.