# Sea Grass Patch (Sunken City and Underwater Ruins)

Patch of sea grass about 2 m across and 0.9 m tall, forty blades leaning at their own angles out of a low silt bed.

- **URL:** https://3dassets.dev/assets/sunken-city-and-underwater-ruins-sea-grass-patch-9bc635f4
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36992/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/sunken-city-and-underwater-ruins-sea-grass-patch-9bc635f4
- **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:** Nature & Landscape
- **Tags:** Fantasy, Low Poly, Exterior
- **Geometry:** 988 triangles, 2,964 vertices, 2 meshes, 2 materials, 0 textures
- **Size (m):** 1.998 × 0.992 × 1.8
- **Animations:** none
- **File size:** 0.05 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Patch of sea grass about 2 m across and 0.9 m tall, forty blades leaning at their own angles out of a low silt bed. Dimensions 2.00 by 0.99 by 1.80 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at seabed level. Static: grass sways along its whole blade, which needs a joint per segment or a shader rather than one rigid node transform. 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/36992/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function SeaGrassPatchSunkenCityAndUnderwaterRuins(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/36992/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/36992/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36992/v1/model.glb" alt="Sea Grass Patch (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/36992/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/36992/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/sunken-city-and-underwater-ruins-sea-grass-patch-9bc635f4 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.