Runtime assets
Models, textures and animations prepared for use in a scene or application.
187,596 bytes (0.19 MB)
Download runtime assetsMature pale-green cabbage head held by broad outer leaves.
Shapes & Seasons Farm · Crops

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Revision r_9bf8450fc5294c9d9dca1960625be36a
Metres · +X forward · +Y up · +Z right
The poster is this revision’s sealed GLB rendered under the Kiln review lighting rig (review-neutral-v1) on the neutral backdrop, with nothing retouched. The 3D view applies the same rig (review-neutral-v1): its light directions and strengths, exposure, tone mapping and backdrop.
For your engine. The download is a standard glTF 2.0 binary (GLB) with PBR metallic-roughness materials. glTF stores materials, not lighting or tone mapping, so your engine decides how they read. This 3D view tone-maps with Review Neutral, the Khronos PBR Neutral construction with a smaller glare offset (0.015 instead of 0.04), at exposure 0.9. Its Tone mapping control also shows ACES and Linear, for comparison.
Six views of this revision, rendered on the GPU from its source.

This is the source extracted from the sealed editable archive for the displayed revision.
// Original cabbage growth family. CC0-1.0. Metres; fixed planting root [0,0,0].
const STAGE = 4;
const meta = { name: 'cabbage-stage-' + STAGE };
const SOIL_SPEC = {"schemaVersion":2,"model":"pbrMetallicRoughness","name":"Coarse brown soil","roughness":1,"metalness":1,"emissiveIntensity":1,"alphaMode":"opaque","alphaCutoff":0.5,"doubleSided":false,"textures":{"baseColor":{"kind":"resource","resourceId":"kiln.library.d0c33de000ded1132e8e826d55d4814d5f7f3665a77ce08d3a3beaf9fc3bca28.base-color"},"normal":{"kind":"resource","resourceId":"kiln.library.d0c33de000ded1132e8e826d55d4814d5f7f3665a77ce08d3a3beaf9fc3bca28.normal"},"metallicRoughness":{"kind":"resource","resourceId":"kiln.library.d0c33de000ded1132e8e826d55d4814d5f7f3665a77ce08d3a3beaf9fc3bca28.metallic-roughness"}}};
function mesh(positions, indices, uvs) { return meshGeo({positions,indices,...(uvs?{uvs}:{})}); }
function mound() {
const p=[],ix=[],uv=[],N=16;
const rings=[[.14,0],[.132,.016],[.088,.032]];
for(let j=0;j<3;j++)for(let i=0;i<N;i++){
const a=i*2*Math.PI/N, r=rings[j][0]*(1+.035*Math.sin(i*2.4));
const x=r*Math.cos(a),z=r*Math.sin(a);p.push(x,rings[j][1],z);uv.push(.5+x/2,.5+z/2);
}
p.push(0,.038,0,0,0,0);uv.push(.5,.5,.5,.5);
for(let j=0;j<2;j++)for(let i=0;i<N;i++){const a=j*N+i,b=j*N+(i+1)%N,c=a+N,d=b+N;ix.push(a,c,b,b,c,d);}
for(let i=0;i<N;i++){ix.push(32+i,48,32+(i+1)%N);ix.push(i,(i+1)%N,49);}
return mesh(p,ix,uv);
}
// A closed thick shell with a narrow petiole, broad blade, and two quiet folds.
function blade(reach,rise,width,angle,base,phase,wrap) {
const p=[],faces=[],rows=[],T=[0,.14,.34,.57,.78,.93,1],U=[-1,-.5,0,.5,1];
for(let j=0;j<T.length;j++){
const t=T[j], row=[]; const vals=(j===0||j===T.length-1)?[0]:U;
for(const u of vals){
const f=Math.pow(Math.sin(Math.PI*t),.60)*(.40+.60*t);
let x=reach*Math.sin(t*Math.PI/2),y=base+rise*t-.11*rise*Math.sin(Math.PI*t),z=u*width*.5*f;
y+=width*.19*u*u*Math.sin(Math.PI*t)+width*.035*Math.sin(3*Math.PI*t+phase)*Math.abs(u);
x+=width*.045*Math.sin(2*Math.PI*t+phase)*u;
if(wrap){const theta=.12+2.62*t; x=.201*Math.sin(theta);y=.21-.150*Math.cos(theta);z=u*width*.5*f; x*=Math.sqrt(Math.max(.22,1-z*z/(.205*.205))); }
const c=Math.cos(angle),s=Math.sin(angle);row.push(p.length/3);p.push(x*c-z*s,y,x*s+z*c);
} rows.push(row);
}
for(let j=0;j<rows.length-1;j++){
const a=rows[j],b=rows[j+1];
if(a.length===1){for(let k=0;k<4;k++)faces.push(a[0],b[k+1],b[k]);}
else if(b.length===1){for(let k=0;k<4;k++)faces.push(a[k],a[k+1],b[0]);}
else for(let k=0;k<4;k++)faces.push(a[k],a[k+1],b[k],a[k+1],b[k+1],b[k]);
}
// Offset the second surface along averaged normals, then stitch every rim edge.
const tmp=mesh(p,faces), ns=tmp.getAttribute('normal'), count=p.length/3;
const thick=wrap?.0024:Math.max(.0014,width*.024);
for(let i=0;i<count;i++)p.push(p[3*i]-ns.getX(i)*thick,p[3*i+1]-ns.getY(i)*thick,p[3*i+2]-ns.getZ(i)*thick);
const ix=faces.slice(); for(let i=0;i<faces.length;i+=3)ix.push(faces[i]+count,faces[i+2]+count,faces[i+1]+count);
const boundary=[rows[0][0],...rows.slice(1,-1).map(r=>r[0]),rows[6][0],...rows.slice(1,-1).reverse().map(r=>r[4])];
for(let i=0;i<boundary.length;i++){const a=boundary[i],b=boundary[(i+1)%boundary.length];ix.push(a,b,a+count,b,b+count,a+count);}
return mesh(p,ix);
}
function core(){
const p=[0,.059,0],ix=[],N=12;
for(let j=1;j<8;j++){const t=j*Math.PI/8;for(let i=0;i<N;i++){const a=i*2*Math.PI/N;const r=.195*Math.sin(t)*(1+.035*Math.sin(3*a+t));p.push(r*Math.cos(a),.215-.156*Math.cos(t),r*Math.sin(a));}}
const top=p.length/3;p.push(0,.371,0);
for(let i=0;i<N;i++)ix.push(0,1+(i+1)%N,1+i);
for(let j=0;j<6;j++)for(let i=0;i<N;i++){const a=1+j*N+i,b=1+j*N+(i+1)%N;ix.push(a,b,a+N,b,b+N,a+N);}
for(let i=0;i<N;i++)ix.push(73+i,73+(i+1)%N,top);
// Reverse spherical winding to outward.
for(let i=0;i<ix.length;i+=3){const v=ix[i+1];ix[i+1]=ix[i+2];ix[i+2]=v;}
return mesh(p,ix);
}
function headWrap(index){
// Sample the SAME faceted core surface. A raised face and buried inner face
// form a true overlapping leaf, with no independent near-coplanar tessellation.
const geo=core(),a=geo.getAttribute('position'),ix=geo.index;
const vertices=[],faces=[],cache=new Map();
const add=p=>{const key=p.map(v=>v.toFixed(7)).join(',');if(cache.has(key))return cache.get(key);const i=vertices.length;vertices.push(p);cache.set(key,i);return i;};
const center=.3+index*2*Math.PI/3;
// Clip each core facet to a quiet sixteen-sided leaf outline in angle/height.
// Intersections interpolate on that exact facet, preserving its plane.
const outline=Array.from({length:16},(_,i)=>{const a=i*2*Math.PI/16;return[.96*Math.cos(a),.5+.43*Math.sin(a)];});
for(let i=0;i<ix.count;i+=3){
let poly=[0,1,2].map(k=>{const j=ix.getX(i+k),p=[a.getX(j),a.getY(j),a.getZ(j)],ang=Math.atan2(p[2],p[0])-center;return{p,q:[Math.atan2(Math.sin(ang),Math.cos(ang)),(p[1]-.059)/.312]};});
if(Math.max(...poly.map(v=>v.q[0]))-Math.min(...poly.map(v=>v.q[0]))>Math.PI)continue;
for(let e=0;e<outline.length&&poly.length;e++){
const A=outline[e],B=outline[(e+1)%outline.length],side=v=>(B[0]-A[0])*(v.q[1]-A[1])-(B[1]-A[1])*(v.q[0]-A[0]),next=[];
for(let k=0;k<poly.length;k++){
const v=poly[k],w=poly[(k+1)%poly.length],dv=side(v),dw=side(w);
if(dv>=-1e-12)next.push(v);
if((dv>=0)!==(dw>=0)){const t=dv/(dv-dw);next.push({p:v.p.map((x,k)=>x+t*(w.p[k]-x)),q:v.q.map((x,k)=>x+t*(w.q[k]-x))});}
}poly=next;
}
if(poly.length>=3){const ids=poly.map(v=>add(v.p)).filter((v,k,ids)=>v!==ids[(k+ids.length-1)%ids.length]);for(let k=1;k<ids.length-1;k++){const A=vertices[ids[0]],B=vertices[ids[k]],C=vertices[ids[k+1]],u=B.map((x,j)=>x-A[j]),v=C.map((x,j)=>x-A[j]);const area2=Math.hypot(u[1]*v[2]-u[2]*v[1],u[2]*v[0]-u[0]*v[2],u[0]*v[1]-u[1]*v[0]);if(area2>1e-9)faces.push(ids[0],ids[k],ids[k+1]);}}
}
const p=[],indices=faces.slice(),n=vertices.length,edges=new Map();
// Outer lift ~4-7mm after growth scaling, inner face buried ~3mm.
for(const scale of [1.035,.985])for(const v of vertices)p.push(v[0]*scale,v[1],v[2]*scale);
for(let i=0;i<faces.length;i+=3){
indices.push(faces[i]+n,faces[i+2]+n,faces[i+1]+n);
for(let k=0;k<3;k++){const a=faces[i+k],b=faces[i+(k+1)%3],key=[Math.min(a,b),Math.max(a,b)].join(',');if(edges.has(key))edges.delete(key);else edges.set(key,[a,b]);}
}
for(const[a,b]of edges.values())indices.push(b,a,a+n,b,a+n,b+n);
const used=new Map(),compact=[];const remapped=indices.map(i=>{if(!used.has(i)){used.set(i,compact.length/3);compact.push(...p.slice(i*3,i*3+3));}return used.get(i);});
return mesh(compact,remapped);
}
async function build(){
const root=createRoot('CabbageSlot');
const soil=await compilePortableMaterialSpecV2(SOIL_SPEC);soil.name='Shared_seeded_soil';soil.metalness=0;soil.normalScale.set(.18,.18);
createPart('SoilMound',mound(),soil,{parent:root});
const plant=createRoot('Plant');root.add(plant);
const dark=gameMaterial(0x647238,{roughness:.94,metalness:0,flatShading:false});dark.name='Cabbage_dark';
const light=gameMaterial(0x94A046,{roughness:.93,metalness:0,flatShading:false});light.name='Cabbage_light';
const pale=gameMaterial(0xb7bd78,{roughness:.95,metalness:0,flatShading:false});pale.name='Cabbage_pale_head';
const n=[0,2,5,8,5][STAGE];
createPart('CentralStem',cylinderGeo(.009+STAGE*.0015,.011+STAGE*.002,.055,8),light,{position:[0,.038,0],parent:plant});
for(let i=0;i<n;i++){
const a=(i*2*Math.PI/n)+(STAGE===1?.28:.19);
let reach,rise,width,base=.047;
if(STAGE===1){reach=.066;rise=.048+(i%2)*.008;width=.060;}
if(STAGE===2){reach=.075+(i%2)*.018;rise=.12+(i%3)*.021;width=.088;}
if(STAGE===3){const inner=i>=5;reach=inner?.095:.183;rise=inner?.25:.13+(i%2)*.035;width=inner?.135:.17; }
if(STAGE===4){reach=.28;rise=.175+(i%2)*.035;width=.255;}
createPart('Leaf_'+(i+1),blade(reach,rise,width,a,base,i*.63,false),i%3===0?light:dark,{parent:plant});
}
if(STAGE===4){
createPart('HeadHeart',core(),pale,{parent:plant});
for(let i=0;i<3;i++)createPart('HeadWrap_'+(i+1),headWrap(i),pale,{parent:plant});
}
// Scale about the fixed central stem, never recenter the growing bounding box.
plant.updateMatrixWorld(true);const b=new THREE.Box3().setFromObject(plant),size=b.getSize(new THREE.Vector3());
const width=[0,.14,.28,.47,.60][STAGE],height=[0,.10,.20,.35,.45][STAGE];
const sx=width/Math.max(size.x,size.z), sy=(height-.025)/(b.max.y-.025);
plant.traverse(o=>{if(o.isMesh){const a=o.geometry.getAttribute('position');for(let i=0;i<a.count;i++){a.setXYZ(i,a.getX(i)*sx,.025+(a.getY(i)+o.position.y-.025)*sy,a.getZ(i)*sx);}o.position.set(0,0,0);a.needsUpdate=true;o.geometry.computeVertexNormals();o.geometry.computeBoundingBox();}});
// Terrain contact repair only: retain the upper stem ring and all approved foliage.
// Run after growth scaling, so root allowance is the same 3 mm at every stage.
const terrainStem=plant.children.find(o=>o.name==='Mesh_CentralStem');
terrainStem.geometry=copyGeometry(terrainStem.geometry);
const stemPositions=terrainStem.geometry.getAttribute('position');
const originalStemBottom=terrainStem.geometry.boundingBox.min.y;
for(let i=0;i<stemPositions.count;i++){
if(Math.abs(stemPositions.getY(i)-originalStemBottom)<0.0000001)stemPositions.setY(i,-0.003);
}
stemPositions.needsUpdate=true;
terrainStem.geometry.computeVertexNormals();
terrainStem.geometry.computeBoundingBox();
// Merge compatible material meshes; retain semantic component ranges.
const groups=[{mat:dark,name:'Leaves_Dark'},{mat:light,name:'Leaves_Light_And_Stem'},{mat:pale,name:'Head_Pale'}];
for(const group of groups){
const members=plant.children.filter(o=>o.isMesh&&o.material===group.mat);if(!members.length)continue;
const positions=[],indices=[],ranges=[];
for(const o of members){const a=o.geometry.getAttribute('position'),ix=o.geometry.index,off=positions.length/3,start=indices.length/3;
for(let i=0;i<a.count;i++)positions.push(a.getX(i),a.getY(i),a.getZ(i));
for(let i=0;i<ix.count;i++)indices.push(ix.getX(i)+off);
ranges.push({name:o.name,triangleStart:start,triangleCount:ix.count/3});plant.remove(o);
}
const part=createPart(group.name,mesh(positions,indices),group.mat,{parent:plant});part.userData.components=ranges;
}
root.userData={placementRoot:[0,0,0],growthStage:STAGE,leafCount:n,soilOptionalNode:'Mesh_SoilMound',units:'metres',up:'+Y',forward:'+X',right:'+Z',stateSubstitution:true};
return root;
}
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Source SHA-256: eda27b2a42289a99cda7aea846eefa2ed6dc35ab56331ee65d8f8f392454ebdc
Originally authored by GPT-6 Astra. Refinements in this delivery: GPT-6 Astra.
GPT-6 Astra · Codex 0.157.1
Requested effort: high. Independently confirmed: high.
r_939bc6cdf7d241bd84fa3568b02dfe8b
GPT-6 Astra · Codex 0.157.1
Requested effort: high. Independently confirmed: high.
r_2c02e97337a94b0eb3750be7200ed374
Parent: r_939bc6cdf7d241bd84fa3568b02dfe8b
GPT-6 Astra · Codex 0.157.1
Requested effort: high. Independently confirmed: high.
r_9bf8450fc5294c9d9dca1960625be36a
Parent: r_2c02e97337a94b0eb3750be7200ed374
Displayed revision’s parent: r_2c02e97337a94b0eb3750be7200ed374
Models, textures and animations prepared for use in a scene or application.
187,596 bytes (0.19 MB)
Download runtime assetsModels plus Kiln source, editing metadata, materials and included revisions, so you can reopen and continue editing.
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Download editable assetsCC0-1.0 covers authored asset content only, to the extent of the owner’s rights. Kiln, the scene code, Three.js, BVH, Field Grass and other components retain their own licenses.