Desert Sandstorm

Models a haboob-style dust wall: strong outflow winds lift and suspend fine sand (saltation/suspension) into a rolling, turbulent curtain that advances across the dunes. Under the hood, 24,000 particles are stored in a single BufferGeometry and driven purely on the CPU each frame — drifting along the wind axis with sine/cosine turbulence jitter, then wrapped back to the upwind edge when they exit the storm's span. The dune terrain itself is a displaced PlaneGeometry using a hand-rolled value-noise fractal Brownian motion (fBm), and per-particle size variance is injected into the PointsMaterial via an onBeforeCompile shader patch.

TechniqueCPU Points + fBm noise Particles24,000 Ground mesh140×140 segs Rock formations14 Noise octaves4 (fBm)