# Expanding force dome (VFX Mesh Library)

A hollow banded hemisphere with three latitude rings, six meridian ribs and a bright ring wave at its base.

- **URL:** https://3dassets.dev/assets/vfx-mesh-library-expanding-dome-55df4f35
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/8418/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/vfx-mesh-library-expanding-dome-55df4f35
- **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:** Sci-Fi, Stylized, Kit / Set, Exterior
- **Geometry:** 1,944 triangles, 5,832 vertices, 2 meshes, 2 materials, 0 textures
- **Size (m):** 1.1 × 0.434 × 1.092
- **Animations:** none
- **File size:** 0.09 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5 (1M context)

## About

An expanding barrier or blast dome. The shell is lathed as a hollow hemisphere with an open rim, three torus rings band it, six swept ribs run over it as meridians and a crested ring wave marks where it meets the ground. Bounding size 1.10 by 0.43 by 1.09 m, metres, +Y up, +Z forward. Origin: ground contact at y=0. The effect emits from the ground plane, so the origin is both its emission point and its resting point. Opaque solid geometry throughout: this pack uses no alpha blending and no transmission, so the silhouette and the emissive material carry the read. Static mesh with no animation clip, no skinned rig, no collision and no 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/8418/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function ExpandingForceDomeVFXMeshLibrary(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/8418/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/8418/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/8418/v1/model.glb" alt="Expanding force dome (VFX Mesh Library)" 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/8418/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/8418/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/vfx-mesh-library-expanding-dome-55df4f35 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.