npm install @caustics/loom <script> import { Loom } from '@caustics/loom'; </script> <Loom preset="terrazzo" />
npm install @caustics/loom import { Loom } from '@caustics/loom/react'; return <Loom preset="terrazzo" />;
npm install @caustics/loom import { mount } from '@caustics/loom'; mount(document.querySelector('#hero'), { preset: 'terrazzo' });
| Prop | Type | Default | Description |
|---|---|---|---|
| preset | string | "terrazzo" | Named preset. Overrides individual props when set. |
| colors | string[] | undefined | Override palette. Accepts hex, hsl, or CSS custom properties. |
| reducedMotion | 'pause' | 'static' | 'pause' | Behavior when prefers-reduced-motion is active. |
| class | string | undefined | Additional CSS classes applied to the root element. |
caustics-loom/ ├── svelte/ Loom.svelte · index.ts · types.ts ├── react/ Loom.tsx · index.ts · types.ts ├── vanilla/ loom.ts · compiled .js ├── docs/ README.md · API.md · CHANGELOG.md ├── LICENSE.md Caustics Commercial License └── package.json
Loom is a live material runtime for the web — the thing an AI-generated one-off or a static texture library can’t be: embeddable, reproducible from a seed, and on-brand. Eleven procedural surfaces (terrazzo, marble, risograph, woven fabric, a noise field, cast concrete, hammered metal, troweled plaster, wood grain, glazed tile, pebbled leather) render straight to a DOM element from your design tokens. It is static-first: a material is a surface, not an animation, so Loom renders once and then costs zero frames.
The headline is that it’s non-repeating. Seamless isn’t enough — a seamless tile laid across a hero still shows an obvious grid. tiling: 'stochastic' hex-tiles the seamless unit tile with per-tile random rotation and a variance-preserving blend, so a surface of any size holds a fixed feature size with no visible repeat (the autocorrelation at the tile period drops from 1.0 to ~0.02, contrast intact). No web library does this live — and the same algorithm exports as a three.js shader chunk for 3D.
The materials are theme-aware: an OKLab palette LUT accepts --token references and a MutationObserver recolors the surface when your theme flips, so a Loom background tracks your design tokens instead of hard-coded hex. Any surface can carry story layers — grime, patina, wear that follows the geometry via curvature and occlusion masks, shown live and exported byte-identically.
Beyond the live render, Loom is a verified producer. bake() writes a tileable PNG/WebP; exportPBR() returns a correct map set with true 16-bit height; and exportFor('unity-urp' | 'unreal' | 'godot' | 'three.js') packs the maps to each engine’s own conventions — Unity gets the inverted metallic-smoothness map it actually wants, Unreal a DirectX normal — with a wired .glb, MaterialX, and KTX2 alongside. Every claim is held by a standing 17 CPU + 172 GPU-gate verification harness. Thirty-two presets, deterministic seeds, a graceful 2D fallback, context-loss recovery, and Svelte 5 / React 18+ / vanilla through one mount().
Caustics Commercial License · lifetime updates within v1