# Rift tear (VFX Mesh Library)

A vertical tear with two jagged slab lips prised apart around nine loose shards, with eight flicks along the edges.

- **URL:** https://3dassets.dev/assets/vfx-mesh-library-rift-tear-dcfe298d
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/8432/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/vfx-mesh-library-rift-tear-dcfe298d
- **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, Fantasy, Kit / Set
- **Geometry:** 1,106 triangles, 3,318 vertices, 2 meshes, 2 materials, 0 textures
- **Size (m):** 0.741 × 0.99 × 0.22
- **Animations:** none
- **File size:** 0.05 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5 (1M context)

## About

A tear in space. Two swept slab lips bow away from each other over a metre of height, nine five sided shards fill the throat between them at scattered angles, and eight short flicks fire off the edges. Bounding size 0.74 by 0.99 by 0.22 m, metres, +Y up, +Z forward. Origin: ground contact at y=0, because this one rests on a surface. The centre of the effect sits 0.491 m above the base and is published as the "emission" connector. 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/8432/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function RiftTearVFXMeshLibrary(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/8432/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/8432/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/8432/v1/model.glb" alt="Rift tear (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/8432/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/8432/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/vfx-mesh-library-rift-tear-dcfe298d · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.