# Flame Trench Section (Rocket Launch Pad and Gantry)

An 8 m section of flame trench: two 2.6 m concrete walls with a coping lip and a scorched lining, a sloped channel floor 3.4 m across, a drain sump and deluge nozzles along both kerbs. Ported at both ends so the trench runs as far as the pad needs.

- **URL:** https://3dassets.dev/assets/rocket-launch-pad-and-gantry-flame-trench-section-4844fa5e
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/38157/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/rocket-launch-pad-and-gantry-flame-trench-section-4844fa5e
- **Licence:** CC0 1.0 Universal: https://creativecommons.org/publicdomain/zero/1.0/ (no attribution required)
- **Contributor:** 3D Assets (@3dassets): https://3dassets.dev/u/3dassets
- **Category:** Roads & Infrastructure
- **Tags:** Modern, Realistic, Exterior, Modular
- **Geometry:** 336 triangles, 794 vertices, 5 meshes, 5 materials, 0 textures
- **Size (m):** 8.56 × 2.72 × 8.001
- **Animations:** none
- **File size:** 0.02 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

An 8 m section of flame trench: two 2.6 m concrete walls with a coping lip and a scorched lining, a sloped channel floor 3.4 m across, a drain sump and deluge nozzles along both kerbs. Ported at both ends so the trench runs as far as the pad needs. Dimensions 8.56 by 2.72 by 8.00 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at ground level. Connectors: north (trench) at (0.00, 0.00, -4.00) facing (0, 0, -1); south (trench) at (0.00, 0.00, 4.00) facing (0, 0, 1). The channel runs along Z. Set the section into an apron by leaving an 8 m gap in the tiling; the coping lip sits level with the apron top. Launch complex palette: pad concrete, flame scorch, galvanised steel, charcoal, vehicle white, cryogenic pale blue, safety red, hazard yellow, glazing and gravel. Static geometry; no rig, animation, collision or navigation data. Invented design: no real launch provider, agency, vehicle, site or mission is named or depicted, and every sign, plate and screen is blank.

## Use with three.js

```js
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/38157/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

```jsx
import { useGLTF } from '@react-three/drei'

export function FlameTrenchSectionRocketLaunchPadAndGantry(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/38157/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/38157/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/38157/v1/model.glb" alt="Flame Trench Section (Rocket Launch Pad and Gantry)" camera-controls auto-rotate></model-viewer>
```

## Blender

```python
# Blender 4.x: File > Import > glTF 2.0, or from the Python console after downloading the file.
import bpy
bpy.ops.import_scene.gltf(filepath='model.glb')  # from https://cdn.3dassets.dev/assets/38157/v1/model.glb
# Metres and +Y up are converted to Blender's Z-up scene automatically.
```

## Godot

```gdscript
# Godot 4: copy model.glb into res://models/ and the editor imports it as a scene.
var packed := load("res://models/model.glb") as PackedScene
var model := packed.instantiate()
add_child(model)
```

## Unity

```csharp
// Unity: import model.glb with glTFast (Package Manager: com.unity.cloud.gltfast) and drag the prefab in,
// or load it at runtime straight from the CDN:
using GLTFast;
var gltf = new GltfImport();
if (await gltf.Load("https://cdn.3dassets.dev/assets/38157/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/rocket-launch-pad-and-gantry-flame-trench-section-4844fa5e · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.