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A rounded coastal shrub for beach margins and clearings.

A rounded coastal shrub for beach margins and clearings.

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
2,508
Meshes
3
Materials
3
Dimensions (m)
2.11 × 1.58 × 2.67

Runtime assets

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

58,918 bytes (0.06 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.

126,339 bytes (0.13 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_363f7ef738d84824b4390ea82a175296 / r_4803f98bf0ce470c8932418294232ef7
Source SHA-256
87fea5278438d27532164e8a1150ec12f88596a1b6f45044ea3d67711bc0651a
Coastal shrub: exact saved source
const meta={name:"Coastal sea grape shrub",role:"fill"};
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.map((v,i)=>v-a[i]),L=Math.hypot(d[0],d[2])||1,side=[-d[2]/L,0,d[0]/L],p=[...a],idx=[];
for(let j=1;j<6;j++){const u=j/6,b=a.map((v,i)=>v+d[i]*u),ww=w*Math.pow(Math.sin(Math.PI*u),.7);
p.push(...b.map((v,i)=>v+side[i]*ww),b[0],b[1]+fold*Math.sin(Math.PI*u),b[2],...b.map((v,i)=>v-side[i]*ww));
if(j===1)idx.push(0,1,2,0,2,3);else{const k=1+(j-2)*3;idx.push(k,k+3,k+1,k+1,k+3,k+4,k+1,k+4,k+2,k+2,k+4,k+5);}}
const tip=p.length/3;p.push(...t);idx.push(13,tip,14,14,tip,15);geo(k,meshGeo({positions:p,indices:idx}));}
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("branch",0x88715a);mat("leaf-sage",0x7b8855,true);mat("leaf-olive",0x657547,true);
for(let b=0;b<11;b++){const a=b*2.39996,len=.65+(b%4)*.18,end=[Math.cos(a)*len,.85+(b%3)*.27,Math.sin(a)*len];beam("branch",[0,-.12,0],end,.027,7);
for(let j=0;j<10;j++){const t=.3+j*.07,p=[end[0]*t,end[1]*t,end[2]*t],ang=a+j*2.1,d=.4+.1*Math.sin(j+b);leaf(j%3?"leaf-sage":"leaf-olive",p,[p[0]+Math.cos(ang)*d,p[1]+.13,p[2]+Math.sin(ang)*d],.19+.025*Math.sin(j),.065);}}return finish();}

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