Runtime assets
Models, textures and animations prepared for use in a scene or application.
159,336 bytes (0.16 MB)
Download runtime assetsA movable timber board for pinning references. Quality-pass revision with procedural texture maps, derived normals and packed roughness.

Drag to orbit after opening. The model starts stationary.
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.
Models, textures and animations prepared for use in a scene or application.
159,336 bytes (0.16 MB)
Download runtime assetsModels plus Kiln source, editing metadata, materials and included revisions, so you can reopen and continue editing.
406,878 bytes (0.41 MB)
Download full kiln assets (remixable)Runtime includes the GLB and its Kiln metadata sidecar. The editable ZIP is this final saved revision: model, exact source, editing manifest and preview. Earlier revisions are left out; the parent revision identifier is kept.
Import the editable ZIP into Kiln’s Library, or run node kiln.mjs import asset.zip in an authoring workspace. Use Kiln 1.4.0 or later.
const meta = { name: 'Cove mood board / timber easel', role: 'prop' };
// Shared Cove surface helpers. Metres, +Y up. UVs are metre-scaled so a tiling
// texture keeps one physical size across parts and merged pieces.
const V3 = THREE.Vector3;
const DEG = Math.PI / 180;
function tex(name, size, layers, usage = 'albedo') { return proceduralTexture({ schemaVersion: 2, size, usage, name, layers }); }
// Packed glTF metallic-roughness data: G is roughness, B is metalness.
function roughMap(name, lo, hi, { size = 128, scale = 5, seed = 1, metal = 0 } = {}) {
const c = r => (Math.round(r * 255) << 8) | Math.round(metal * 255);
return tex(name, size, [{ op: 'noise', colorA: c(lo), colorB: c(hi), scale, octaves: 3, seed }], 'metallicRoughness');
}
function surface({ name, size = 256, layers, lo = 0.8, hi = 0.95, rscale = 5, seed = 1, strength = 3, doubleSided = false, metal = 0 }) {
const albedo = tex(name, size, layers);
return pbrMaterial({ albedo, normal: normalMapFromHeight(albedo, { strength }), metallicRoughness: roughMap(name + 'Rough', lo, hi, { scale: rscale, seed: seed + 7, metal }), roughness: 1, metalness: metal ? 1 : 0, doubleSided });
}
function flat(color, roughness = 0.85, extra = {}) { return new THREE.MeshStandardMaterial({ color, roughness, metalness: 0, ...extra }); }
function noise(colorA, colorB, scale, seed, blend = 'overlay', opacity = 1, octaves = 4) { return { op: 'noise', colorA, colorB, scale, octaves, seed, blend, opacity }; }
// Bake a part transform (Kiln XYZ degrees) into owned non-indexed geometry.
function bake(geometry, position = [0, 0, 0], rotation = [0, 0, 0], scale = [1, 1, 1]) {
const g = geometry.index ? geometry.toNonIndexed() : geometry.clone();
const q = new THREE.Quaternion().setFromEuler(new THREE.Euler(rotation[0] * DEG, rotation[1] * DEG, rotation[2] * DEG, 'XYZ'));
g.applyMatrix4(new THREE.Matrix4().compose(new V3(...position), q, new V3(...scale)));
return g;
}
// Concatenate non-indexed geometries that carry position, normal and uv.
function merge(list) {
let count = 0; for (const g of list) count += g.attributes.position.count;
const out = { position: new Float32Array(count * 3), normal: new Float32Array(count * 3), uv: new Float32Array(count * 2) };
let o = 0;
for (const g0 of list) {
const g = g0.index ? g0.toNonIndexed() : g0, n = g.attributes.position.count;
for (const k of ['position', 'normal', 'uv']) {
const a = g.attributes[k], size = k === 'uv' ? 2 : 3;
if (!a) continue;
for (let i = 0; i < n; i++) for (let c = 0; c < size; c++) out[k][(o + i) * size + c] = a.getComponent(i, c);
}
o += n;
}
// Lathe poles can leave near-zero normals; glTF requires unit vectors.
for (let i = 0; i < count; i++) { const n = out.normal, x = n[i * 3], y = n[i * 3 + 1], z = n[i * 3 + 2], len = Math.hypot(x, y, z); if (len < 1e-4) n.set([0, 1, 0], i * 3); else n.set([x / len, y / len, z / len], i * 3); }
const r = new THREE.BufferGeometry();
for (const k of ['position', 'normal', 'uv']) r.setAttribute(k, new THREE.BufferAttribute(out[k], k === 'uv' ? 2 : 3));
return r;
}
// Metre-scaled UVs per triangle: up-facing faces map XZ; side faces map either
// around the local Y axis (radial, arc length at `radius`) or by dominant axis.
function metricUV(geometry, scale = 1, { radial = false, radius = 1, planar = false } = {}) {
const g = geometry.index ? geometry.toNonIndexed() : geometry.clone();
const p = g.attributes.position, uv = new Float32Array(p.count * 2);
const a = new V3(), b = new V3(), c = new V3(), n = new V3(), e = new V3();
for (let i = 0; i < p.count; i += 3) {
a.fromBufferAttribute(p, i); b.fromBufferAttribute(p, i + 1); c.fromBufferAttribute(p, i + 2);
n.subVectors(c, b).cross(e.subVectors(a, b)); n.normalize();
const ax = Math.abs(n.x), ay = Math.abs(n.y), az = Math.abs(n.z);
let ref = null;
// Radial direction at the centroid; end faces of an arc fall back to box mapping.
let cx = (a.x + b.x + c.x) / 3, cz = (a.z + b.z + c.z) / 3; const cl = Math.hypot(cx, cz) || 1; cx /= cl; cz /= cl;
[a, b, c].forEach((v, k) => {
let u, w;
if (planar || (ay >= ax && ay >= az)) { u = v.x; w = v.z; }
else if (radial && Math.abs(n.x * cx + n.z * cz) > 0.5) {
let ang = Math.atan2(v.z, v.x);
if (ref === null) ref = ang; else { while (ang - ref > Math.PI) ang -= 2 * Math.PI; while (ang - ref < -Math.PI) ang += 2 * Math.PI; }
u = ang * radius; w = v.y;
} else if (ax >= az) { u = v.z; w = v.y; } else { u = v.x; w = v.y; }
uv[(i + k) * 2] = u * scale; uv[(i + k) * 2 + 1] = w * scale;
});
}
g.setAttribute('uv', new THREE.BufferAttribute(uv, 2));
return g;
}
// Radius whose full turn is a whole number of texture repeats, so radial UVs do not seam.
function seamlessRadius(r, scale) { return Math.max(1, Math.round(2 * Math.PI * r * scale)) / (2 * Math.PI * scale); }
// A turned profile: points are [radius, height] from bottom to top.
function lathe(points, segments = 48) { return new THREE.LatheGeometry(points.map(([r, y]) => new THREE.Vector2(r, y)), segments); }
// createPart names meshes Mesh_<name>; exact names are only set where a Holodeck contract binds them.
function part(root, name, geometry, material, position = [0, 0, 0], rotation = [0, 0, 0], scale = [1, 1, 1], exactName = false) {
// Weld corners whose position, normal and UV agree; per-triangle mapping leaves them split.
const g = geometry.index ? geometry : mergeVertices(geometry);
const node = createPart(name, g, material, { parent: root, position, rotation, scale });
if (exactName) node.name = name;
return node;
}
// Cove surfaces. Colours are sRGB albedo; roughness variation is packed per material.
const SURFACES = {
plaster: (size = 512) => surface({ name: 'LimePlaster', size, strength: 2.4, lo: 0.8, hi: 0.96, rscale: 4, seed: 11, layers: [
{ op: 'solid', color: 0xcbb393 }, noise(0xb69d7d, 0xd9c4a5, 3, 11, 'normal', 0.7), noise(0x9d876b, 0xe2d2b8, 22, 12, 'normal', 0.25, 2), noise(0x8a7458, 0xeee2cc, 70, 13, 'normal', 0.12, 1)] }),
baseCourse: () => surface({ name: 'ScuffedBase', size: 256, strength: 3, lo: 0.86, hi: 0.98, seed: 21, layers: [
{ op: 'solid', color: 0x9b8a76 }, noise(0x7e6d5b, 0xb2a08a, 4, 21, 'overlay', 0.8), noise(0x5e4a38, 0xd2b998, 40, 22, 'overlay', 0.4, 2)] }),
floor: () => surface({ name: 'BurnishedLimeFloor', size: 512, strength: 1.3, lo: 0.42, hi: 0.78, rscale: 3, seed: 31, layers: [
{ op: 'solid', color: 0xcfb592 }, noise(0xc0a37f, 0xdac3a2, 2, 31, 'overlay', 0.6), noise(0xa48663, 0xe6d3b4, 14, 32, 'overlay', 0.3, 3), noise(0x8f7457, 0xf2e4cc, 90, 33, 'overlay', 0.12, 1)] }),
rimStone: () => surface({ name: 'Limestone', size: 256, strength: 2.2, lo: 0.6, hi: 0.86, seed: 41, layers: [
{ op: 'solid', color: 0xc9b493 }, noise(0xb19c7c, 0xd6c3a3, 4, 41, 'normal', 0.6), noise(0x8a7860, 0xe2d2b6, 64, 42, 'normal', 0.3, 1)] }),
wood: (size = 512) => surface({ name: 'OiledAsh', size, strength: 2.6, lo: 0.55, hi: 0.82, rscale: 7, seed: 51, layers: [
{ op: 'solid', color: 0x7e5c3f }, { op: 'stripes', colorA: 0x6a4c33, colorB: 0x8d6a4a, count: 28, angleDeg: 0, blend: 'normal', opacity: 0.55 },
noise(0x5c4330, 0x94704f, 3, 51, 'normal', 0.35), noise(0x5a412d, 0x9a7656, 36, 52, 'normal', 0.2, 2)] }),
darkOak: () => surface({ name: 'DarkOak', size: 128, strength: 2, lo: 0.5, hi: 0.75, seed: 61, layers: [
{ op: 'solid', color: 0x5e3d26 }, { op: 'stripes', colorA: 0x50331f, colorB: 0x6b4630, count: 20, angleDeg: 0, blend: 'overlay', opacity: 0.7 }, noise(0x3f2a1a, 0x7a5236, 4, 61, 'overlay', 0.5)] }),
linen: (doubleSided = false) => surface({ name: 'Linen', size: 256, strength: 2.2, lo: 0.88, hi: 0.99, seed: 71, doubleSided, layers: [
{ op: 'solid', color: 0xd8c4a2 }, { op: 'checker', colorA: 0xe0d0b2, colorB: 0xc9b48f, squares: 96, blend: 'overlay', opacity: 0.55 },
noise(0xcdb894, 0xf3e8d4, 6, 71, 'overlay', 0.6), { op: 'stripes', colorA: 0xd9c6a4, colorB: 0xeee2ca, count: 13, angleDeg: 90, blend: 'overlay', opacity: 0.18 }] }),
moss: () => surface({ name: 'MossBoucle', size: 256, strength: 3.2, lo: 0.82, hi: 1, seed: 81, layers: [
{ op: 'solid', color: 0x6c7246 }, noise(0x575d36, 0x868c5b, 12, 81, 'overlay', 0.85, 3), { op: 'checker', colorA: 0x737a4b, colorB: 0x60663d, squares: 128, blend: 'overlay', opacity: 0.15 }, noise(0x4d5230, 0x8f9663, 48, 82, 'overlay', 0.4, 2)] }),
rope: () => surface({ name: 'JuteRope', size: 128, strength: 3, lo: 0.9, hi: 1, seed: 91, layers: [
{ op: 'solid', color: 0xbca27a }, { op: 'stripes', colorA: 0x9a8160, colorB: 0xd3bc94, count: 8, angleDeg: 35, blend: 'normal', opacity: 0.85 }, noise(0x8a7354, 0xdcc7a3, 16, 91, 'overlay', 0.4)] }),
basalt: (size = 512) => surface({ name: 'EmberBasalt', size, strength: 3, lo: 0.45, hi: 0.9, rscale: 6, seed: 101, layers: [
{ op: 'solid', color: 0x625649 }, noise(0x4c4239, 0x7a6c5d, 3, 101, 'normal', 0.7), noise(0x3f362f, 0x8a7b6a, 26, 102, 'normal', 0.4, 3), noise(0x352d27, 0x9a8b78, 90, 103, 'normal', 0.18, 1)] }),
terracotta: () => surface({ name: 'Terracotta', size: 256, strength: 2.4, lo: 0.74, hi: 0.93, seed: 111, layers: [
{ op: 'solid', color: 0xa46f57 }, noise(0x8f5e48, 0xb58066, 4, 111, 'normal', 0.6), noise(0x7a5240, 0xc9a08a, 48, 112, 'normal', 0.25, 1)] }),
ceramic: () => surface({ name: 'CreamGlaze', size: 128, strength: 0.6, lo: 0.18, hi: 0.36, seed: 121, layers: [
{ op: 'solid', color: 0xe9dcc4 }, noise(0xd9c8ab, 0xf4eadb, 3, 121, 'overlay', 0.5)] }),
paper: () => surface({ name: 'PageEdge', size: 128, strength: 1.2, lo: 0.85, hi: 0.95, seed: 131, layers: [
{ op: 'solid', color: 0xeee2c7 }, { op: 'stripes', colorA: 0xe2d3b2, colorB: 0xf4ead6, count: 64, angleDeg: 90, blend: 'normal', opacity: 0.6 }] }),
bookCloth: (color = 0x6e6948) => surface({ name: 'BookCloth', size: 128, strength: 2, lo: 0.8, hi: 0.95, seed: 141, layers: [
{ op: 'solid', color }, { op: 'checker', colorA: 0xffffff, colorB: 0xd8d0c0, squares: 48, blend: 'multiply', opacity: 0.35 }, noise(0x404030, 0xb0a888, 6, 141, 'overlay', 0.4)] }),
wool: () => surface({ name: 'WoolThrow', size: 256, strength: 2.8, lo: 0.9, hi: 1, seed: 151, doubleSided: true, layers: [
{ op: 'solid', color: 0xa86a4c }, { op: 'stripes', colorA: 0xffffff, colorB: 0xd8c4a2, count: 8, angleDeg: 0, blend: 'multiply', opacity: 0.85 },
{ op: 'stripes', colorA: 0xffffff, colorB: 0xd8c4a2, count: 8, angleDeg: 90, blend: 'multiply', opacity: 0.85 },
{ op: 'stripes', colorA: 0xffffff, colorB: 0x6d4a35, count: 32, angleDeg: 0, blend: 'multiply', opacity: 0.25 }, noise(0x8a4a2c, 0xd08a62, 30, 151, 'overlay', 0.35, 2)] }),
wicker: () => surface({ name: 'Wicker', size: 256, strength: 4, lo: 0.7, hi: 0.9, seed: 161, layers: [
{ op: 'solid', color: 0x987650 }, { op: 'checker', colorA: 0xab8a5e, colorB: 0x765a3a, squares: 24, blend: 'normal', opacity: 0.7 },
{ op: 'stripes', colorA: 0x9a7646, colorB: 0xb89260, count: 48, angleDeg: 90, blend: 'overlay', opacity: 0.5 }, noise(0x6b4f2d, 0xc8a776, 20, 161, 'overlay', 0.3)] }),
soil: () => surface({ name: 'Soil', size: 128, strength: 4, lo: 0.9, hi: 1, seed: 171, layers: [
{ op: 'solid', color: 0x43362a }, noise(0x2d241b, 0x65533f, 18, 171, 'overlay', 1, 3)] }),
bark: () => surface({ name: 'SplitLog', size: 256, strength: 4, lo: 0.8, hi: 0.97, seed: 181, layers: [
{ op: 'solid', color: 0x6b5139 }, { op: 'stripes', colorA: 0x4a3726, colorB: 0x7d6047, count: 22, angleDeg: 0, blend: 'overlay', opacity: 0.9 }, noise(0x3a2a1d, 0x8c7155, 8, 181, 'overlay', 0.6)] }),
felt: () => surface({ name: 'CharcoalFelt', size: 128, strength: 1.5, lo: 0.9, hi: 1, seed: 191, layers: [
{ op: 'solid', color: 0x2c2f27 }, noise(0x22251e, 0x3a3e33, 20, 191, 'overlay', 0.8)] }),
brass: () => surface({ name: 'AgedBrass', size: 64, strength: 1, lo: 0.32, hi: 0.55, seed: 201, metal: 0.85, layers: [
{ op: 'solid', color: 0xa38a62 }, noise(0x7f6a48, 0xc2a878, 4, 201, 'overlay', 0.6)] }),
};
async function build() {
const root = createRoot('MoodBoard');
const wood = SURFACES.wood(256), felt = SURFACES.felt(), brass = SURFACES.brass();
// Frame faces +X. The host places a live board surface at X=.081, 2.48 x 1.45 m centred at Y=1.72.
const timber = [], joints = [];
const box = async (w, h, d, r, s, p) => timber.push(bake(metricUV(await roundedBoxGeo(w, h, d, r, { segments: s }), 1.6), p));
for (const z of [-1.29, 1.29]) await box(0.14, 1.66, 0.085, 0.02, 4, [0.005, 1.72, z]);
for (const y of [0.93, 2.51]) await box(0.14, 0.085, 2.58, 0.02, 4, [0.005, y, 0]);
for (const z of [-0.93, 0.93]) {
await box(0.12, 2.25, 0.12, 0.02, 4, [-0.075, 1.2, z]);
await box(0.75, 0.1, 0.23, 0.035, 5, [-0.05, 0.05, z]);
joints.push(bake(metricUV(new THREE.CylinderGeometry(0.04, 0.04, 0.018, 20), 8), [0.052, 1.1, z], [0, 0, 90]));
}
await box(0.25, 0.07, 2.35, 0.018, 4, [0.1, 0.89, 0]);
part(root, 'TimberFrame', merge(timber), wood);
part(root, 'BoardBacking', metricUV(await roundedBoxGeo(0.1, 1.52, 2.52, 0.045, { segments: 6 }), 2), felt, [0, 1.72, 0]);
part(root, 'BrassJoint', merge(joints), brass);
return root;
}Scroll code horizontally
Asset content is dedicated CC0-1.0. Kiln and Holodeck software keep their own licences.