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The circular platform and curved seating shell that hold the rest of the Cove. Quality-pass revision with procedural texture maps, derived normals and packed roughness.

The circular platform and curved seating shell that hold the rest of the Cove. 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.

Triangles
11,280
Meshes
9
Materials
5
Dimensions (m)
9.36 × 1.70 × 9.36

Runtime assets

Models, textures and animations prepared for use in a scene or application.

1,176,734 bytes (1.18 MB)

Download runtime assets

Full Kiln assets (remixable)

Models plus Kiln source, editing metadata, materials and included revisions, so you can reopen and continue editing.

1,449,452 bytes (1.45 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.

Collection / asset / revision
project / a_a6387eb5c9ba4b9b804eca10577e4868 / r_2387ce274123402dbdafd818e6fb0043
Parent revision
r_e96d8b9675f845d0b6cb20087815c302
Source SHA-256
98b414a7f72a3c06ce3a5df84b43d23cc78c3e6dfc14ad4c2eab287feae270de
Cove platform and seating shell: exact saved source
const meta = { name: 'Cove / platform and curved seating shell', role: 'building' };
// 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(0xb9a585, 0xd3c09f, 4, 41, 'normal', 0.35), noise(0x8a7860, 0xe2d2b6, 64, 42, 'normal', 0.35, 1), noise(0xa8946f, 0xdccaa9, 160, 43, 'normal', 0.2, 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: 0x564b42 }, noise(0x41382f, 0x6c5f52, 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 = 0x4a5a46) => 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)] }),
};

// Hand-built wobble shared by the wall, its cap and the planters that sit on it.
const wobbleAt = (x, z) => 0.018 * Math.sin(x * 2.2 - z * 3.1) + 0.008 * Math.sin(x * 9 + z * 5);
const liftAt = (x, z) => 0.045 * Math.sin(x * 1.4 - z * 0.8);
// An arc of the shell, built directly in cove coordinates (world angles start..end).
function arcGeo(inner, outer, bottom, top, start, end, { bevel = 0.025, segments = 64, bevelSegments = 3, wobble = false, follow = false, hug = false } = {}) {
  const shape = new THREE.Shape();
  // Profile angles are negated: the extrusion's second axis becomes cove -Z.
  shape.absarc(0, 0, outer, -end, -start, false);
  shape.lineTo(inner * Math.cos(-start), inner * Math.sin(-start));
  shape.absarc(0, 0, inner, -start, -end, true); shape.closePath();
  const geo = new THREE.ExtrudeGeometry(shape, { depth: top - bottom, bevelEnabled: bevel > 0, bevelThickness: bevel, bevelSize: bevel, bevelSegments, curveSegments: segments, steps: 1 });
  geo.rotateX(-Math.PI / 2); geo.translate(0, bottom, 0);
  const p = geo.attributes.position;
  for (let i = 0; i < p.count; i++) {
    const x = p.getX(i), y = p.getY(i), z = p.getZ(i), r = Math.hypot(x, z);
    let w = 0, lift = 0;
    if (wobble || follow || hug) w = wobbleAt(x, z);
    if (wobble) lift = liftAt(x, z) * Math.max(0, (y - bottom) / (top - bottom));
    if (follow) lift = liftAt(x, z);
    p.setXYZ(i, x + x / r * w, y + lift, z + z / r * w);
  }
  return geo;
}
function shellPart(root, name, geo, material, scale, radius) {
  const mapped = metricUV(geo, scale, { radial: true, radius: seamlessRadius(radius, scale) });
  part(root, name, creaseNormals(mapped, { angle: 50 }), material);
}
async function build() {
  const root = createRoot('HearthCove');
  const plaster = SURFACES.plaster(), floor = SURFACES.floor(), rim = SURFACES.rimStone(), base = SURFACES.baseCourse(), oak = SURFACES.darkOak();
  // Platform: burnished floor with a rounded nosing and a plaster skirt.
  const top = new THREE.RingGeometry(0, 4.52, 96, 4); top.rotateX(-Math.PI / 2);
  part(root, 'Platform', metricUV(top, 0.5, { planar: true }), floor);
  const edge = lathe([[4.68, -0.22], [4.68, -0.16], [4.665, -0.07], [4.64, -0.03], [4.6, -0.008], [4.555, 0], [4.52, 0]], 96);
  shellPart(root, 'PlatformEdge', edge, plaster, 0.8, 4.6);
  // A dark oak inlay ring set into the floor near the edge.
  const inlay = new THREE.RingGeometry(4.43, 4.49, 96, 1); inlay.rotateX(-Math.PI / 2); inlay.translate(0, 0.0025, 0);
  part(root, 'PlatformInlay', metricUV(inlay, 3, { planar: true }), oak);
  // The enclosing wall, low seat and their stone caps sit behind the observer and to the left.
  shellPart(root, 'CurvedBack', arcGeo(3.95, 4.25, 0.02, 1.38, 0.10, 3.65, { wobble: true, segments: 48, bevelSegments: 2 }), plaster, 0.8, 4.1);
  shellPart(root, 'WallCap', arcGeo(3.92, 4.28, 1.385, 1.415, 0.085, 3.665, { follow: true, segments: 48, bevel: 0.016, bevelSegments: 1 }), rim, 1.2, 4.1);
  shellPart(root, 'SeatPlinth', arcGeo(3.12, 3.99, 0.02, 0.38, 0.18, 3.6, { segments: 40, bevelSegments: 2 }), plaster, 0.8, 3.5);
  shellPart(root, 'SeatTop', arcGeo(3.10, 3.99, 0.39, 0.47, 0.18, 3.6, { hug: true, segments: 40, bevel: 0.022, bevelSegments: 2 }), rim, 1.2, 3.5);
  // Scuffed base courses where feet and floor water wear the plaster.
  shellPart(root, 'BaseCourseBack', arcGeo(4.27, 4.305, 0.0, 0.15, 0.10, 3.65, { hug: true, segments: 48, bevel: 0 }), base, 1, 4.26);
  shellPart(root, 'BaseCourseSeat', arcGeo(3.06, 3.092, 0.0, 0.1, 0.18, 3.6, { segments: 40, bevel: 0 }), base, 1, 3.1);
  // Export with the Kiln asset convention: +X faces out of the cove.
  root.rotation.y = -Math.PI / 2;
  return root;
}

Asset content is dedicated CC0-1.0. Kiln and Holodeck software keep their own licences.