# Light Shaft Plate (Sunken City and Underwater Ruins)

Shaft of daylight 5.7 m tall leaning about twelve degrees, three crossed translucent blades with a pool of light where it lands.

- **URL:** https://3dassets.dev/assets/sunken-city-and-underwater-ruins-light-shaft-plate-ac1ae3e2
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36997/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/sunken-city-and-underwater-ruins-light-shaft-plate-ac1ae3e2
- **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:** Effects & Primitives
- **Tags:** Fantasy, Low Poly, Exterior
- **Geometry:** 68 triangles, 204 vertices, 1 meshes, 1 materials, 0 textures
- **Size (m):** 2.721 × 5.666 × 1.928
- **Animations:** none
- **File size:** 0.00 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Shaft of daylight 5.7 m tall leaning about twelve degrees, three crossed translucent blades with a pool of light where it lands. Dimensions 2.72 by 5.67 by 1.93 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at seabed level. The blades use the pack translucent emissive material and cast nothing: add a real directional light if you want shadows. Static, because a moving caustic needs a shader. Sunken city palette: weathered grey limestone and dark algae stained stone, pale silt, deep green weed, coral pink, waterlogged timber, tarnished bronze and one translucent blue emissive for glow, bubbles and light. Static geometry; no rig, animation, collision or navigation data.

## Use with three.js

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

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/36997/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function LightShaftPlateSunkenCityAndUnderwaterRuins(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/36997/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/36997/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36997/v1/model.glb" alt="Light Shaft Plate (Sunken City and Underwater Ruins)" 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/36997/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/36997/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/sunken-city-and-underwater-ruins-light-shaft-plate-ac1ae3e2 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.