A large flat grid of small instances — cubes, tiles, or pegs — through which a wave visibly travels: each instance rises (or scales, or rotates) as the wavefront passes and settles as it leaves, with displacement driven by distance-based phase offset so the wave reads as one coherent front moving diagonally across the grid. Everything is Geometry Nodes: the grid, the instancing, and the wave function evaluated per-instance from scene time or one animated group input. No individual keyframes.
The wave should also drive a secondary channel — color or emission strength peaking at the crest — so the front glows as it moves. The loop must be seamless over the declared frame range (the wave exits as its successor enters). Camera at a three-quarter elevated angle so both the grid pattern and the height of the wave read clearly. Graphic-design sensibility: restrained palette, clean geometry, motion that eases rather than snaps.
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