Runtime assets
Models, textures and animations prepared for use in a scene or application.
138,465 bytes (0.14 MB)
Download runtime assetsA broad fir with snow-laden branches for the farther forest.

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.
138,465 bytes (0.14 MB)
Download runtime assetsModels plus Kiln source, editing metadata, materials and included revisions, so you can reopen and continue editing.
547,965 bytes (0.55 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:'Winter fir / distant canopy',role:'fill'};
const CFG={species:'fir',tier:'background',seed:99174,height:10.7,radius:3.05,branches:62,load:.82};
function rng(seed){let s=seed>>>0;return()=>{s^=s<<13;s^=s>>>17;s^=s<<5;return(s>>>0)/4294967296;};}
function bucket(){return{p:[],n:[],uv:[],c:[]};}
function add(b,g,pos=[0,0,0],rot=[0,0,0],scale=[1,1,1],tint=1){
const q=rot.isQuaternion?rot:new THREE.Quaternion().setFromEuler(new THREE.Euler(...rot));
const geo=g.index?g.toNonIndexed():g.clone();geo.applyMatrix4(new THREE.Matrix4().compose(new THREE.Vector3(...pos),q,new THREE.Vector3(...scale)));
const p=geo.getAttribute('position'),n=geo.getAttribute('normal'),u=geo.getAttribute('uv');
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.uv.push(u?u.getX(i):0,u?u.getY(i):0);b.c.push(tint,tint,tint);}
}
function mesh(root,name,b,m){const g=new THREE.BufferGeometry();for(const[k,a,s]of[['position',b.p,3],['normal',b.n,3],['uv',b.uv,2],['color',b.c,3]])g.setAttribute(k,new THREE.Float32BufferAttribute(a,s));m.vertexColors=true;return createPart(name,g,m,{parent:root});}
function tube(points,r0,r1,sides=5){
const p=[],uv=[],ix=[];
for(let j=0;j<points.length;j++){
const v=new THREE.Vector3(...points[j]);const d=new THREE.Vector3(...points[Math.min(j+1,points.length-1)]).sub(new THREE.Vector3(...points[Math.max(0,j-1)])).normalize();
const a=new THREE.Vector3(0,1,0);if(Math.abs(d.y)>.93)a.set(1,0,0);a.cross(d).normalize();const c=new THREE.Vector3().crossVectors(d,a).normalize();
for(let k=0;k<sides;k++){const t=k/sides*Math.PI*2,r=r0+(r1-r0)*j/(points.length-1);const w=v.clone().addScaledVector(a,Math.cos(t)*r).addScaledVector(c,Math.sin(t)*r);p.push(...w.toArray());uv.push(k/sides*Math.max(.18,2*Math.PI*r0/.7),j/(points.length-1)*Math.max(.1,new THREE.Vector3(...points[0]).distanceTo(new THREE.Vector3(...points[points.length-1]))/.7));}
}
for(let j=0;j<points.length-1;j++)for(let k=0;k<sides;k++){const a=j*sides+k,b=j*sides+(k+1)%sides,c=a+sides,d=b+sides;ix.push(a,b,c,b,d,c);}
// Closed bark tubes face outward: reverse both the sides and end caps together.
for(let k=1;k<sides-1;k++){ix.push(0,k+1,k);const q=(points.length-1)*sides;ix.push(q,q+k,q+k+1);}
const g=new THREE.BufferGeometry();g.setAttribute('position',new THREE.Float32BufferAttribute(p,3));g.setAttribute('uv',new THREE.Float32BufferAttribute(uv,2));g.setIndex(ix);g.computeVertexNormals();return g;
}
function snowLobe(length,width,depth,seed,sides=7){
// Existing ring/side budget: blunt settled ends, unequal shoulders, flat bough contact.
const distant=sides===4;if(distant)sides=3;const p=[],uv=[],ix=[],rings=distant?4:sides>=7?5:3;
for(let j=0;j<rings;j++){const u=j/(rings-1),t=.5-.5*Math.cos(Math.PI*u),f=(rings===5?[.30,.84,1,.76,.24]:rings===4?[.25,.91,.83,.21]:[.38,1,.30])[j];
for(let k=0;k<sides;k++){
const a=k/sides*Math.PI*2,yy=Math.cos(a),asym=1+.10*Math.sin(seed*.37+j*2.17)+.065*Math.sin(k*2.2+seed);
const side=Math.sin(a),shoulder=1+.12*side*Math.sin(seed*.23+j*1.7);
p.push(t*length+width*.085*Math.sin(a+seed)*Math.sin(.35+u*Math.PI),
yy>=0?Math.pow(yy,.72)*depth*f*asym:-depth*.22*(.8+.2*f),
side*width*f*asym*shoulder+width*.12*Math.sin(t*4+seed)*Math.sin(Math.PI*t));
uv.push(t,k/sides);
}
}
for(let j=0;j<rings-1;j++)for(let k=0;k<sides;k++){let a=j*sides+k,b=j*sides+(k+1)%sides,c=a+sides,d=b+sides;ix.push(a,b,c,b,d,c);}
for(let k=1;k<sides-1;k++){ix.push(0,k+1,k);const q=(rings-1)*sides;ix.push(q,q+k,q+k+1);}
const g=new THREE.BufferGeometry();g.setAttribute('position',new THREE.Float32BufferAttribute(p,3));g.setAttribute('uv',new THREE.Float32BufferAttribute(uv,2));g.setIndex(ix);g.computeVertexNormals();return g;
}
// Branch-frame correction shared by all seven authored-distance families.
// Every spray and snow load derives from the same supporting world-space segment.
function branchFrame(a,b,roll=0){
const x=new THREE.Vector3(...b).sub(new THREE.Vector3(...a)).normalize();
let y=new THREE.Vector3(0,1,0).addScaledVector(x,-x.y).normalize();
if(y.lengthSq()<.01)y=new THREE.Vector3(0,0,1).addScaledVector(x,-x.z).normalize();
const z=new THREE.Vector3().crossVectors(x,y).normalize();
return new THREE.Quaternion().setFromRotationMatrix(new THREE.Matrix4().makeBasis(x,y,z)).multiply(new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1,0,0),roll));
}
function needleMaterial(){
const R=rng(94519),operations=[{op:'paint',shape:{kind:'line',from:[8,512],to:[1010,510],width:3},rgba:[65,66,42,255]}];
// Each bounded polygon is a terminal needle tuft, with fine irregular 10-25mm tips.
// Forty varied tuft shapes overlap along a shared rachis, rather than giant fern blades.
for(let j=0;j<40;j++){
const sx=20+j*24+R()*10,sy=512+(R()-.5)*20,side=j%2?1:-1;
const angle=side*(.75+R()*.6),len=(180+R()*190)*(1-j/75),half=13+R()*12;
const points=[];
for(const ss of [1,-1]){
for(let k=0;k<10;k++){
const ii=ss===1?k:9-k,x=ii*len/10;
for(const v of [[x,ss*2],[x+len/20,ss*half*(.65+R()*.55)],[x+len/10,ss*2]]){
points.push([Math.round(sx+Math.cos(angle)*v[0]-Math.sin(angle)*v[1]),Math.round(sy+Math.sin(angle)*v[0]+Math.cos(angle)*v[1])]);
}
}
}
const g=80+Math.round(R()*49);
operations.push({op:'paint',shape:{kind:'polygon',points},rgba:[Math.round(g*.57),g,Math.round(g*.72),255]});
if(j%2===0)operations.push({op:'paint',shape:{kind:'line',from:[Math.round(sx),Math.round(sy)],to:[Math.round(sx+Math.cos(angle)*len),Math.round(sy+Math.sin(angle)*len)],width:2},rgba:[50,65,39,255]});
}
const albedo=proceduralTexture({schemaVersion:3,width:1024,height:1024,name:'ConiferFineBranchlets1024_RGBA',usage:'albedo',background:[0,0,0,0],operations});
return pbrMaterial({albedo,roughness:.87,metalness:0,alphaMode:'mask',alphaCutoff:.32,doubleSided:true});
}
async function build(){
const root=createRoot(CFG.species==='fir'?'WinterFirBranchFrame':'WinterSpruceBranchFrame'),R=rng(CFG.seed);
const near=CFG.tier==='near',mid=CFG.tier==='middle',sap=CFG.height<4,bg=!near&&!mid&&!sap,spruce=CFG.species==='spruce';
const bark=await materialRecipe('kiln.material.bark.v1',{baseColor:'#b7b4aa',roughness:.94,textureResources:{baseColor:'kiln.texture.bark-brown-01-albedo.v1',normal:'kiln.texture.bark-brown-01-normal.v1'}});
const snowTex=proceduralTexture({schemaVersion:2,size:128,name:'DrySnowFine',layers:[{op:'noise',colorA:0xe4e8e8,colorB:0xf9faf7,scale:42,octaves:2,seed:392}]});
const snow=pbrMaterial({albedo:snowTex,roughness:.96,metalness:0}),needle=needleMaterial();
const wood=bucket(),green=bucket(),white=bucket(),H=CFG.height;
const trunk=[];for(let j=0;j<9;j++)trunk.push([.065*Math.sin(j*.67)*H/11,j*H/8,.048*Math.sin(j*.91)*H/11]);
add(wood,tube(trunk,.24*H/10.65,.009,near?9:5));
if(near||sap)for(let i=0;i<6;i++){const a=i*1.047+R()*.5,L=(.39+R()*.37)*Math.min(1,H/7);add(wood,tube([[0,.3*H/11,0],[Math.cos(a)*L*.45,.10*H/11,Math.sin(a)*L*.45],[Math.cos(a)*L,.008,Math.sin(a)*L]],.12*H/11,.015*H/11,5));}
const card=new THREE.PlaneGeometry(1,1);card.rotateX(-Math.PI/2);card.translate(.5,0,0);
const cheapCard=new THREE.PlaneGeometry(1,1);cheapCard.rotateX(-Math.PI/2);cheapCard.translate(.5,0,0);
const spray=(a,b,width,roll,tint,cheap=false)=>{const L=new THREE.Vector3(...a).distanceTo(new THREE.Vector3(...b));add(green,cheap?cheapCard:card,a,branchFrame(a,b,roll),[L,1,width],tint);};
const wp=(v,theta,pos)=>new THREE.Vector3(...v).applyAxisAngle(new THREE.Vector3(0,1,0),-theta).add(new THREE.Vector3(...pos)).toArray();
for(let i=0;i<CFG.branches;i++){
const t=i/(CFG.branches-1),floor=sap?.3:spruce?1.6:1.2,cluster=1-Math.pow(1-t,1.34)+.011*Math.sin(i*2.17)+.006*Math.sin(i*.81),h=Math.max(floor,Math.min(H-.14,floor+(H-floor-.16)*cluster+(R()-.5)*.18));
const theta=i*2.39996+(R()-.5)*.72,len=CFG.radius*Math.pow(Math.max(.006,1-cluster),.52)*(.76+R()*.32)+.08;
const droop=(spruce?.52:.22)*len*(.65+R()*.5),lift=(spruce?.1:.16)*len;
const by=s=>lift*Math.sin(s*Math.PI)-droop*s*s;
const pos=[.05*Math.sin(h)*H/11,h,.04*Math.cos(h)*H/11],rotation=[0,-theta,0];
const at=s=>wp([s*len,by(s),.045*Math.sin(s*4+i)*s],theta,pos);
const primary=[];for(let j=0;j<5;j++)primary.push(at(j/4));
if(!bg)add(wood,tube(primary,(.033*(1-t)+.006)*Math.min(1,H/7),.003,near?5:3));
const tint=.79+R()*.21;
if(bg){
// Two true local-axis planes preserve volume from every horizontal azimuth.
const a=at(.12),b=at(1.04),w=len*(spruce?.56:.77)*(.90+.35*t);
spray(a,b,w,.55,tint,true);spray(a,b,w,-.68,tint*.94,true);
if(R()<CFG.load){const q=branchFrame(at(.2),at(.93));const p=at(.2),thick=(.10+.10*R())*(1-.6*t);p[1]+=.018+thick*.22;add(white,snowLobe(len*.58,w*.30,thick,CFG.seed+i*73,4),p,q);}
continue;
}
const pairs=near?4:mid?2:1;
for(let j=0;j<pairs;j++)for(const side of [-1,1]){
const s=.18+j*(.68/pairs)+(R()-.5)*.055,L=len*(.38-.09*s)*(.78+R()*.42),ang=side*(.52+R()*.4),pend=(spruce?.57:.2)*L;
const a=at(s),end=wp([s*len+Math.cos(ang)*L,by(s)-pend,.045*Math.sin(s*4+i)*s+Math.sin(ang)*L],theta,pos);
const d=new THREE.Vector3(...end).sub(new THREE.Vector3(...a));
if(near||sap)add(wood,tube([a,end],.010*Math.min(1,H/8),.002,3));
const width=L*(spruce?.72:.93);
spray(a,end,width,.63+(R()-.5)*.25,tint);
spray(a,end,width,-.67+(R()-.5)*.3,tint*.95);
// Smaller terminal shoots originate on the exact twig centerline.
if(near)for(let f=1;f<=3;f++)for(const ss of [-1,1]){
const p=new THREE.Vector3(...a).addScaledVector(d,f/4),yaw=theta+ang+ss*(.54+R()*.32),l=Math.min(.43,L*(.43+R()*.2));
const e=p.clone().add(new THREE.Vector3(Math.cos(yaw)*l,-l*(spruce?.48:.1),Math.sin(yaw)*l));
if(f===2)add(wood,tube([p.toArray(),e.toArray()],.004,.001,3));
spray(p.toArray(),e.toArray(),l*.70,(R()-.5)*1.8,tint*.96);
}
if(R()<CFG.load){
const p=new THREE.Vector3(...a).addScaledVector(d,.13);p.y+=.025;
const q=branchFrame(a,end),thick=(.10+R()*.09)*(1-.50*t)*Math.min(1,H/6);
add(white,snowLobe(L*(.64+R()*.19),width*(.25+R()*.08),thick,CFG.seed+i*131+j*11+side,near?7:5),p.toArray(),q,[1,1,1],.96+R()*.04);
}
}
// Several overlapping fine sprays stay on the curved primary wood, including tips.
const pieces=near?4:mid?2:2;
for(let k=0;k<pieces;k++){const s=.08+k*.80/pieces,e=Math.min(1.06,s+.42),a=at(s),b=at(e),w=len*(spruce?.28:.36);spray(a,b,w,.7,tint);spray(a,b,w,-.7,tint*.94);}
if(R()<CFG.load*.5){const a=at(.18),b=at(.68);a[1]+=.02;add(white,snowLobe(len*.47,.12*(1-t)+.028,.09*(1-t)+.025,CFG.seed+i*71,near?7:5),a,branchFrame(a,b));}
}
// Fine needles continue into the asymmetric vertical leader; no naked wire crown.
for(let i=0;i<5;i++){const y=H-.55+i*.12,a=[0,y,0],theta=i*2.4,L=.26*(1-i*.13);spray(a,[Math.cos(theta)*L,y+.12,Math.sin(theta)*L],.19,.5,1,true);spray(a,[Math.cos(theta)*L,y+.12,Math.sin(theta)*L],.19,-.6,.94,true);}
if(near)for(let i=0;i<4;i++){const a=i*1.57+.3;add(white,snowLobe(.38,.16,.065,23+i,5),[Math.cos(a)*.18,.02,Math.sin(a)*.18],[0,-a,0]);}
mesh(root,'BarkStructure',wood,bark);mesh(root,'NeedleSprays',green,needle);mesh(root,'SupportedSnowLoads',white,snow);
return root;
}Scroll code horizontally
Asset content is dedicated CC0-1.0. Kiln and Holodeck software keep their own licences.