SHOWCASE · PORTALS
Portal Windows
Three rounded panels in an outer plinth room. Each panel hosts an entirely different inner scene via drei <MeshPortalMaterial>. Click a panel — its blend animates from 0 → 1 and you appear to fall into that world. Click again to exit.
Where it shows up: Linear marketing site (zoom transitions between sections), Stripe checkout-style modal zooms, drei demo gallery, gaming studios that show multiple game worlds on one page. Anywhere "here is a window into something else" reads better than "click this to navigate."
How portals actually work: each portal renders its inner scene to a private framebuffer. The blend uniform controls how that buffer composites over the panel surface — at 0 the surface shows the parent scene material, at 1 the inner scene fully replaces the surface. Animating blendreads as "entering" because the inner scene takes over view-space.
Variations: chain portals (a portal inside a portal); use shape-cut planes (circles, hex) for non-rectangular windows; pair with router transitions so clicking the portal navigates to a route that starts already "inside" the world.