LOD0
Up to about 60 m
- Body triangles
- 1,168 (budget 12,000)
- Wheels
- 1,824 triangles
- Total drawn
- 2,992
- Parts / materials
- 8 / 8
- Length × height × width
- 5.91 × 1.95 × 2.05 m
Generic crew-cab pickup truck with a short bed. Made for traffic seen from about 3 m to 1 km, it steps from a detailed cab down to a boxy silhouette across three tiers.
Generic Road Vehicles · Trucks

Drag to orbit after opening. The model starts stationary.
Revision r_218be4189a1b43e7b307c2263ba4f954
Metres · +X forward · +Y up · +Z right
The poster is this revision’s delivered GLB (its top detail tier and wheels) rendered under the Kiln review lighting rig (review-neutral-v1) on the neutral backdrop, with nothing retouched. The 3D view applies the same rig (review-neutral-v1): its light directions and strengths, exposure, tone mapping and backdrop.
For your engine. The download is a standard glTF 2.0 binary (GLB) with PBR metallic-roughness materials, and the vehicle files also declare the optional MSFT_lod extension for their detail tiers. 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.
The runtime GLB holds LOD0, LOD1 and LOD2, linked with the glTF vendor extension MSFT_lod. A scene that reads the extension swaps the tiers by distance. A loader that does not know it, such as the 3D view above, draws LOD0 and the four wheels, and the triangle, mesh and size figures on this page count exactly that.
Up to about 60 m
About 60 m to 250 m
About 250 m to 1,500 m
The distances are worked out from the screen-coverage thresholds stored in the file, for a 50° vertical field of view at 16:9, so another camera moves them. The file's last threshold stops drawing the vehicle beyond about 1,500 m. The wheels stop being drawn at about 250 m, where LOD2 starts.
Four nodes named Wheel_FL, Wheel_FR, Wheel_RL and Wheel_RR sit outside the detail groups. Each pivots at the wheel centre with the axle along local Z, so rolling is a rotation about Z and steering a rotation about Y. On the box truck and the bus each rear node holds the dual pair.
Six views of this revision, rendered on the GPU from its source.

This is the source extracted from the sealed editable archive for the displayed revision.
const mk = (name, color, o = {}) => {
const m = gameMaterial(color, { flatShading: false, ...o });
m.name = name;
return m;
};
function makeMaterials(extra = {}) {
return {
Paint: mk('Paint', 0xebebeb, { roughness: 0.3, metalness: 0 }),
Trim: mk('Trim', 0x141414, { roughness: 0.7, metalness: 0 }),
Glass: mk('Glass', 0x12161a, { roughness: 0.05, metalness: 0 }),
Chrome: mk('Chrome', 0xd0d0d0, { roughness: 0.2, metalness: 1 }),
Tyre: mk('Tyre', 0x222222, { roughness: 0.9, metalness: 0 }),
Rim: mk('Rim', 0xc4c4c4, { roughness: 0.4, metalness: 1 }),
Headlight: mk('Headlight', 0xffffff, { roughness: 0.3, emissive: 0xffffff, emissiveIntensity: 1 }),
Taillight: mk('Taillight', 0x5a0a0a, { roughness: 0.3, emissive: 0xff1a1a, emissiveIntensity: 1 }),
BrakeLight: mk('BrakeLight', 0x7a0d0d, { roughness: 0.3, emissive: 0xff2020, emissiveIntensity: 1 }),
Plate: mk('Plate', 0xe6e6e0, { roughness: 0.6, metalness: 0 }),
...extra,
};
}
// Non-indexed triangle soup; each triangle is wound so its normal agrees with the outward hint h.
function polyMesh() {
const pos = [];
const api = {
pos,
tri(a, b, c, h) {
const u = [b[0] - a[0], b[1] - a[1], b[2] - a[2]], v = [c[0] - a[0], c[1] - a[1], c[2] - a[2]];
const n = [u[1] * v[2] - u[2] * v[1], u[2] * v[0] - u[0] * v[2], u[0] * v[1] - u[1] * v[0]];
if (n[0] * h[0] + n[1] * h[1] + n[2] * h[2] < 0) { const t = b; b = c; c = t; }
pos.push(...a, ...b, ...c);
},
quad(a, b, c, d, h) { api.tri(a, b, c, h); api.tri(a, c, d, h); },
geo() { return meshGeo({ positions: pos, indices: Array.from({ length: pos.length / 3 }, (_, i) => i) }); },
};
return api;
}
// One polyMesh per material name; commit() emits one uniquely named part per material.
function meshSet() {
const by = {};
return {
get: name => by[name] || (by[name] = polyMesh()),
commit(parent, suffix, mats) {
for (const name of Object.keys(by)) if (by[name].pos.length) createPart(name + '_' + suffix, by[name].geo(), mats[name], { parent });
},
};
}
function addBox(M, cx, cy, cz, sx, sy, sz) {
const x0 = cx - sx / 2, x1 = cx + sx / 2, y0 = cy - sy / 2, y1 = cy + sy / 2, z0 = cz - sz / 2, z1 = cz + sz / 2;
const p = [[x0, y0, z0], [x1, y0, z0], [x1, y1, z0], [x0, y1, z0], [x0, y0, z1], [x1, y0, z1], [x1, y1, z1], [x0, y1, z1]];
for (const [a, b, c, d, h] of [[0, 1, 2, 3, [0, 0, -1]], [4, 5, 6, 7, [0, 0, 1]], [0, 4, 7, 3, [-1, 0, 0]], [1, 5, 6, 2, [1, 0, 0]], [0, 1, 5, 4, [0, -1, 0]], [3, 2, 6, 7, [0, 1, 0]]]) M.quad(p[a], p[b], p[c], p[d], h);
}
// Axis-aligned rectangle on plane ax=c spanning a0..a1, b0..b1 (x: a=z,b=y; y: a=x,b=z; z: a=x,b=y), facing dir.
function addFlat(M, ax, c, a0, a1, b0, b1, dir) {
const P = (a, b) => ax === 'x' ? [c, b, a] : ax === 'y' ? [a, c, b] : [a, b, c];
const h = ax === 'x' ? [dir, 0, 0] : ax === 'y' ? [0, dir, 0] : [0, 0, dir];
M.quad(P(a0, b0), P(a1, b0), P(a1, b1), P(a0, b1), h);
}
// stations: [x, yLow, yHigh, halfWidth]; chamfered rectangular rings lofted along X, capped at both ends.
function addLoft(M, stations, c = 0.07) {
const rings = stations.map(([x, lo, hi, w]) => {
const k = Math.min(c, (hi - lo) / 3, w / 3);
return [[x, lo, -w + k], [x, lo, w - k], [x, lo + k, w], [x, hi - k, w], [x, hi, w - k], [x, hi, -w + k], [x, hi - k, -w], [x, lo + k, -w]];
});
for (let i = 0; i < rings.length - 1; i++) {
const A = rings[i], B = rings[i + 1];
const cy = (stations[i][1] + stations[i][2] + stations[i + 1][1] + stations[i + 1][2]) / 4;
for (let j = 0; j < 8; j++) {
const k = (j + 1) % 8;
const a = A[j], b = A[k], cc = B[k], d = B[j];
M.quad(a, b, cc, d, [0, (a[1] + b[1] + cc[1] + d[1]) / 4 - cy, (a[2] + b[2] + cc[2] + d[2]) / 4]);
}
}
for (const [R, s] of [[rings[0], -1], [rings[rings.length - 1], 1]]) {
for (let j = 1; j < 7; j++) M.tri(R[0], R[j], R[j + 1], [s, 0, 0]);
}
}
// Convex tapered prism from a 4-point side profile [x,y] and a half-width per point.
function addPrism(M, profile, widths) {
const L = profile.map(([x, y], i) => [x, y, widths[i]]);
const R = profile.map(([x, y], i) => [x, y, -widths[i]]);
const all = L.concat(R);
const cen = [0, 1, 2].map(k => all.reduce((s, p) => s + p[k], 0) / 8);
const h = pts => [0, 1, 2].map(k => pts.reduce((s, p) => s + p[k], 0) / pts.length - cen[k]);
M.quad(L[0], L[1], L[2], L[3], h(L));
M.quad(R[0], R[1], R[2], R[3], h(R));
for (let i = 0; i < 4; i++) {
const j = (i + 1) % 4, q = [L[i], L[j], R[j], R[i]];
M.quad(...q, h(q));
}
return { L, R, cen, hint: q => [0, 1, 2].map(k => (q[0][k] + q[1][k] + q[2][k] + q[3][k]) / 4 - cen[k]) };
}
// Inset panel on a planar quad [bottomStart, topStart, topEnd, bottomEnd], lifted off the surface along its normal.
function addPanel(M, q, u0, u1, v0, v1, lift, hint) {
const lerp = (a, b, t) => a.map((v, i) => v + (b[i] - v) * t);
const P = (u, v) => lerp(lerp(q[0], q[3], u), lerp(q[1], q[2], u), v);
const e1 = q[1].map((v, i) => v - q[0][i]), e2 = q[3].map((v, i) => v - q[0][i]);
let n = [e1[1] * e2[2] - e1[2] * e2[1], e1[2] * e2[0] - e1[0] * e2[2], e1[0] * e2[1] - e1[1] * e2[0]];
const len = Math.hypot(...n); n = n.map(v => v / len);
if (n[0] * hint[0] + n[1] * hint[1] + n[2] * hint[2] < 0) n = n.map(v => -v);
const off = p => p.map((v, i) => v + n[i] * lift);
M.quad(off(P(u0, v0)), off(P(u0, v1)), off(P(u1, v1)), off(P(u1, v0)), n);
}
// Surface of revolution about local Z. profile: [[r, z], ...]; sign s mirrors it so the same profile can face +Z or -Z.
function revolveGeo(profile, N, s = 1, dz = 0) {
const prof = (s < 0 ? profile.map(([r, z]) => [r, -z]).reverse() : profile).map(([r, z]) => [r, z + dz]);
const pos = [], idx = [], P = prof.length;
for (let i = 0; i < N; i++) {
const a = (i / N) * Math.PI * 2, c = Math.cos(a), sn = Math.sin(a);
for (const [r, z] of prof) pos.push(r * c, r * sn, z);
}
for (let i = 0; i < N; i++) {
const i2 = (i + 1) % N;
for (let j = 0; j < P - 1; j++) {
const a = i * P + j, b = i2 * P + j, c = i2 * P + j + 1, d = i * P + j + 1;
if (prof[j][0] !== 0) idx.push(a, b, c);
if (prof[j + 1][0] !== 0) idx.push(a, c, d);
}
}
return meshGeo({ positions: pos, indices: idx });
}
// R: tyre radius, W: tyre width. Tyre profile runs -Z bead -> tread -> +Z bead (outward normals); rim dish faces +Z (s = 1) or -Z.
function tyreProfile(R, W) {
return [[0.64 * R, -0.44 * W], [0.78 * R, -0.5 * W], [0.94 * R, -0.42 * W], [R, -0.25 * W], [R, 0.25 * W], [0.94 * R, 0.42 * W], [0.78 * R, 0.5 * W], [0.64 * R, 0.44 * W]];
}
function rimProfile(R, W) {
return [[0.66 * R, 0.44 * W], [0.36 * R, 0.38 * W], [0.30 * R, 0.44 * W], [0, 0.46 * W]];
}
// Wheel node: plain group with pivot at the wheel centre and the axle along local Z.
// pairs: 1 for a single wheel, 2 for a dual pair (tyres at +-gap/2 around the pivot, dish on the outboard tyre).
function wheelNode(name, x, y, z, R, W, mats, opts = {}) {
const N = opts.segments || 24, pairs = opts.pairs || 1, gap = opts.gap || 0;
const g = createRoot(name);
g.position.set(x, y, z);
const s = z >= 0 ? 1 : -1, tag = name.slice(6);
const offsets = pairs === 1 ? [0] : [-gap / 2, gap / 2];
offsets.forEach((dz, i) => {
const suffix = pairs === 1 ? tag : tag + (i === (s > 0 ? 1 : 0) ? '_outer' : '_inner');
createPart('Tyre_' + suffix, revolveGeo(tyreProfile(R, W), N, 1, dz), mats.Tyre, { parent: g });
if (pairs === 1 || i === (s > 0 ? 1 : 0)) createPart('Rim_' + suffix, revolveGeo(rimProfile(R, W), N, s, dz), mats.Rim, { parent: g });
});
return g;
}
const meta = { name: 'Generic pickup truck' };
// Crew-cab short-bed pickup: 5.90 x 2.03 x 1.95 m, wheelbase 3.70 m, 275 mm tyres on a 0.40 m radius.
const WX = 1.85, WY = 0.40, ARCH = 0.46, TRACK = 0.86, HW = 0.975, WR = 0.40, WW = 0.275;
function mainStations(step, inset = 0) {
const xs = [-2.90, -1.021, -1.020, 1.30, 1.301, 2.80, 2.90];
for (const cx of [WX, -WX]) {
for (let d = -ARCH; d < ARCH; d += step) xs.push(cx + d);
xs.push(cx + ARCH);
}
xs.sort((a, b) => a - b);
const u = xs.filter((x, i) => i === 0 || x - xs[i - 1] > 1e-4);
const lo = x => {
for (const cx of [WX, -WX]) { const d = Math.abs(x - cx); if (d < ARCH) return WY + Math.sqrt(ARCH * ARCH - d * d); }
return x > 2.85 ? 0.34 : 0.32;
};
const hi = x => x > 2.80 ? 1.14 : x > 1.3005 ? 1.22 : x > -1.0205 ? 1.30 : 0.92;
const last = u.length - 1;
return u.map((x, i) => [x + (i === 0 ? inset : i === last ? -inset : 0), lo(x) + inset, hi(x) - inset, (x > 2.85 ? HW - 0.02 : HW) - inset]);
}
const both = (M, cx, cy, cz, sx, sy, sz) => { addBox(M, cx, cy, -cz, sx, sy, sz); addBox(M, cx, cy, cz, sx, sy, sz); };
function addCab(P) {
const g = addPrism(P.get('Paint'), [[1.30, 1.30], [0.55, 1.95], [-0.80, 1.95], [-0.95, 1.30]], [0.95, 0.86, 0.86, 0.95]);
const G = P.get('Glass');
const win = (q, u0, u1, v0, v1) => addPanel(G, q, u0, u1, v0, v1, 0.004, g.hint(q));
for (const S of [g.L, g.R]) { win(S, 0.05, 0.47, 0.10, 0.90); win(S, 0.53, 0.95, 0.10, 0.90); }
win([g.L[0], g.L[1], g.R[1], g.R[0]], 0.05, 0.95, 0.06, 0.92);
win([g.L[3], g.L[2], g.R[2], g.R[3]], 0.10, 0.90, 0.15, 0.85);
}
function bodyParts(fine, P) {
const Pt = P.get('Paint'), T = P.get('Trim'), C = P.get('Chrome');
addLoft(Pt, mainStations(fine ? 0.05 : 0.115, fine ? 0 : 0.003));
addBox(T, 0, 0.58, 0, 5.0, 0.56, 1.44);
addCab(P);
both(Pt, -1.975, 1.10, 0.925, 1.85, 0.36, 0.10);
addBox(Pt, -1.06, 1.10, 0, 0.08, 0.36, 1.75);
addBox(Pt, -2.90, 1.09, 0, 0.08, 0.34, 1.75);
addBox(T, -1.98, 0.93, 0, 1.76, 0.02, 1.75);
addBox(T, 2.87, 0.50, 0, 0.16, 0.18, 1.98);
addBox(T, -2.88, 0.55, 0, 0.14, 0.16, 1.98);
addBox(T, 2.915, 0.90, 0, 0.04, 0.32, 1.00);
addBox(C, 2.94, 0.90, 0, 0.02, 0.04, 1.00);
both(T, 2.912, 0.96, 0.70, 0.03, 0.20, 0.36);
both(P.get('Headlight'), 2.917, 0.96, 0.70, 0.04, 0.13, 0.30);
both(P.get('Taillight'), -2.94, 1.14, 0.80, 0.03, 0.10, 0.20);
both(P.get('BrakeLight'), -2.94, 1.02, 0.80, 0.03, 0.08, 0.20);
addBox(P.get('Plate'), -2.943, 0.98, 0, 0.006, 0.11, 0.52);
both(T, 1.05, 1.38, 1.0, 0.10, 0.14, 0.05);
if (fine) {
for (const x of [1.02, 0.05, -0.98]) both(T, x, 0.84, 0.975, 0.010, 0.88, 0.012);
both(T, 0.15, 0.36, 0.975, 1.9, 0.05, 0.02);
both(C, 0.30, 1.16, 0.99, 0.14, 0.03, 0.03);
both(C, -0.72, 1.16, 0.99, 0.14, 0.03, 0.03);
}
}
function lod2Parts(P) {
const w = HW - 0.03, lo = 0.20;
addLoft(P.get('Paint'), [[-2.885, lo, 0.91, w], [-1.021, lo, 0.91, w], [-1.020, lo, 1.29, w], [1.30, lo, 1.29, w], [1.301, lo, 1.21, w], [2.885, lo, 1.13, w]], 0.06);
addCab(P);
both(P.get('Paint'), -1.975, 1.10, 0.925, 1.85, 0.36, 0.10);
addBox(P.get('Paint'), -2.90, 1.09, 0, 0.08, 0.34, 1.75);
}
async function build() {
const M = makeMaterials();
const root = createRoot('Pickup');
for (const [name, fn] of [['LOD0', P => bodyParts(true, P)], ['LOD1', P => bodyParts(false, P)], ['LOD2', lod2Parts]]) {
const g = createRoot(name);
root.add(g);
const P = meshSet();
fn(P);
P.commit(g, name, M);
}
root.add(wheelNode('Wheel_FL', WX, WY, -TRACK, WR, WW, M));
root.add(wheelNode('Wheel_FR', WX, WY, TRACK, WR, WW, M));
root.add(wheelNode('Wheel_RL', -WX, WY, -TRACK, WR, WW, M));
root.add(wheelNode('Wheel_RR', -WX, WY, TRACK, WR, WW, M));
defineLod(['LOD0', 'LOD1', 'LOD2'].map(name => root.children.find(g => g.name === name)), { screenCoverage: [0.0059,0.00034,0.00000943] });
return root;
}Scroll code horizontally
Source SHA-256: ce88a54e3703e7a02c46cc8082e0dfa4176532a09fc171d0014b0677bae3a5a1
Originally authored by Claude Sonnet 5.5. Refinements in this delivery: GPT-6 Astra.
Model and reasoning settings come from each run’s receipt or harness configuration. No run’s effective reasoning effort was independently confirmed.
Claude Sonnet 5.5 · Claude Code 2.1.280
Requested effort: max. Independently confirmed: not recorded.
Saved 2026-09-29 14:45 UTC in the first run, retry 1: failed (error_max_budget_usd). The run stopped at 2026-09-29 15:16 UTC, after this revision was saved.
r_b74ac56a93a44c7484890f712df9c64c
Generic unbranded crew-cab short-bed pickup truck for Golden Gate web-scene traffic, viewed from about 3 m to 1 km. About 5.90 x 2.03 x 1.95 m, wheelbase about 3.70 m. Frame: metres, +Y up, +X forward, right side at +Z, origin at ground level centred between axles. Wheel groups Wheel_FL/FR/RL/RR pivot at the wheel centre with the axle along Z; LOD0/LOD1/LOD2 child groups (12k/3k/600 triangle budgets). Paint is untinted near-white so the scene can tint it.
GPT-6 Astra · Codex 0.159.2
Requested effort: ultra. Independently confirmed: not recorded.
Actual CLI session_meta, all turn_context records, task_complete and exec turn.completed; independent backend effort is not recorded.
Saved 2026-10-01 03:01 UTC in the Owner review 2: preserved heavy-vehicle source LOD conversion: completed.
r_218be4189a1b43e7b307c2263ba4f954
Parent: r_b74ac56a93a44c7484890f712df9c64c
Original-parent child. Added standard source defineLod for existing body tiers with approved r3 screenCoverage; only two authorized rear-light emissiveIntensity literals changed to 1 for exact historical exported material compatibility under candidate 2. All original geometry, materials, transforms, lamps, pivots and shared wheels qualify exact; pending owner review.
Displayed revision’s parent: r_b74ac56a93a44c7484890f712df9c64c
Models, textures and animations prepared for use in a scene or application.
170,184 bytes (0.17 MB)
Download runtime assetsModels plus Kiln source, editing metadata, materials and included revisions, so you can reopen and continue editing.
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