# Ice patch with shards (VFX Mesh Library)

A frozen ground slick carrying nine six sided crystals of graded size, a bright centre crystal and eight rime lobes.

- **URL:** https://3dassets.dev/assets/vfx-mesh-library-ice-patch-shards-6695aca5
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/8423/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/vfx-mesh-library-ice-patch-shards-6695aca5
- **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:** 1,128 triangles, 3,384 vertices, 2 meshes, 2 materials, 0 textures
- **Size (m):** 1.044 × 0.506 × 1.047
- **Animations:** none
- **File size:** 0.05 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5 (1M context)

## About

A frozen ground area. The slick is lathed as a low mound, nine six sided crystals of varied size and lean grow out of it, a brighter crystal marks the centre and eight flattened rime lobes edge the rim. Bounding size 1.04 by 0.51 by 1.05 m, metres, +Y up, +Z forward. Origin: ground contact at y=0. The effect emits from the ground plane and its lowest geometry sinks 0.008 m under that plane, so the mesh is settled onto y=0 and the emission plane sits 0.008 m up. 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/8423/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function IcePatchWithShardsVFXMeshLibrary(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/8423/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/8423/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/8423/v1/model.glb" alt="Ice patch with shards (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/8423/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/8423/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/vfx-mesh-library-ice-patch-shards-6695aca5 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.