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Weathered rocks and a driftwood log for the beach edge.

Weathered rocks and a driftwood log for the beach edge.

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
864
Meshes
2
Materials
2
Dimensions (m)
3.41 × 0.91 × 2.11

Runtime assets

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

27,337 bytes (0.03 MB)

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Full Kiln assets (remixable)

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

53,647 bytes (0.05 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_42669950b51341d48c422252580df01e / r_1ed20bc9bbd440e0a7d61fdd3bfa6520
Source SHA-256
60512f91d4cb48b2bba7e8bc0b5c83fda9fb5ee270861ab2d6d2034f3e6d4e9a
Shore rocks and driftwood: exact saved source
const meta={name:"Weathered driftwood and granite",role:"prop"};
function build(){
const root=createRoot(meta.name), batches={};
function mat(key,color,leaves=false){const m=gameMaterial(color,{roughness:.88,metalness:0,flatShading:false});if(leaves)m.side=THREE.DoubleSide;batches[key]={m,p:[],n:[],u:[],i:[]};return key;}
function geo(key,g,pos=[0,0,0],rot=[0,0,0],scale=[1,1,1]){
 const b=batches[key], c=g.clone(),q=new THREE.Quaternion().setFromEuler(new THREE.Euler(rot[0],rot[1],rot[2]));
 c.applyMatrix4(new THREE.Matrix4().compose(new THREE.Vector3(...pos),q,new THREE.Vector3(...scale)));
 const p=c.getAttribute("position"),n=c.getAttribute("normal"),u=c.getAttribute("uv"),off=b.p.length/3;
 for(let i=0;i<p.count;i++){b.p.push(p.getX(i),p.getY(i),p.getZ(i));b.n.push(n.getX(i),n.getY(i),n.getZ(i));b.u.push(u?u.getX(i):0,u?u.getY(i):0);}
 const idx=c.getIndex();for(let i=0;i<(idx?idx.count:p.count);i++)b.i.push(off+(idx?idx.getX(i):i));c.dispose();
}
function ball(k,p,s,seg=12){geo(k,sphereGeo(1,seg,8),p,[0,0,0],s);}
function beam(k,a,b,r,seg=8){const A=new THREE.Vector3(...a),B=new THREE.Vector3(...b),d=B.clone().sub(A),q=new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0,1,0),d.clone().normalize()),e=new THREE.Euler().setFromQuaternion(q);geo(k,cylinderGeo(r,r,d.length(),seg),A.add(B).multiplyScalar(.5).toArray(),[e.x,e.y,e.z]);}
function leaf(k,a,t,w,fold=.08){
 const d=[t[0]-a[0],t[1]-a[1],t[2]-a[2]],L=Math.hypot(d[0],d[2])||1,side=[-d[2]/L,0,d[0]/L],mid=d.map((v,i)=>a[i]+v*.43);
 const p=[...a,...mid.map((v,i)=>v+side[i]*w),mid[0],mid[1]+fold,mid[2],...t,...mid.map((v,i)=>v-side[i]*w)];
 geo(k,meshGeo({positions:p,indices:[0,1,2,1,3,2,0,2,4,2,3,4]}));
}
function tube(k,points,radii,rad=10){const p=[],idx=[];for(let j=0;j<points.length;j++)for(let i=0;i<rad;i++){const a=i/rad*Math.PI*2;p.push(points[j][0]+radii[j]*Math.cos(a),points[j][1],points[j][2]+radii[j]*Math.sin(a));}
for(let j=0;j<points.length-1;j++)for(let i=0;i<rad;i++){const a=j*rad+i,b=j*rad+(i+1)%rad,c=a+rad,d=b+rad;idx.push(a,c,b,b,c,d);}const bot=p.length/3;p.push(...points[0]);const top=p.length/3;p.push(...points[points.length-1]);for(let i=0;i<rad;i++){idx.push(bot,i,(i+1)%rad);const a=(points.length-1)*rad+i,b=(points.length-1)*rad+(i+1)%rad;idx.push(top,b,a);}geo(k,meshGeo({positions:p,indices:idx}));}
function finish(){for(const [name,b]of Object.entries(batches))if(b.p.length)createPart(name,meshGeo({positions:b.p,indices:b.i,normals:b.n,uvs:b.u}),b.m,{parent:root});return root;}

mat("bleached-wood",0xa69a82);mat("warm-granite",0x96958a);
for(let j=0;j<7;j++){const a=j/7,b=(j+1)/7;beam("bleached-wood",[-1.5+3*a,.15+.08*Math.sin(a*4),.17*Math.sin(a*3)],[-1.5+3*b,.15+.08*Math.sin(b*4),.17*Math.sin(b*3)],.18-.06*a,12);}
beam("bleached-wood",[-.35,.16,0],[-.9,.61,.7],.075,8);
beam("bleached-wood",[.8,.2,.06],[1.5,.43,-.43],.07,8);
for(let i=0;i<6;i++){const a=i*1.05;beam("bleached-wood",[-1.45,.15,0],[-1.72-.15*Math.sin(i),.15+.12*Math.cos(a),.12*Math.sin(a)],.035,6);}
for(let i=0;i<4;i++){const a=i*2.4;const g=new THREE.IcosahedronGeometry(1,1);const p=g.getAttribute("position");for(let j=0;j<p.count;j++){const f=1+.09*Math.sin(p.getX(j)*5+p.getY(j)*7+p.getZ(j)*9+i);p.setXYZ(j,p.getX(j)*f,p.getY(j)*f,p.getZ(j)*f);}g.computeVertexNormals();geo("warm-granite",g,[Math.cos(a)*.7,.12+(i%2)*.1,.85+Math.sin(a)*.45],[.12*i,.6*i,.2*i],[.42+.08*(i%2),.3+.1*(i%2),.35]);}return finish();}

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