# Shockwave ring, large (VFX Mesh Library)

The large scale step of the ground shockwave ring: fourteen crest fins in a 1.6 m envelope.

- **URL:** https://3dassets.dev/assets/vfx-mesh-library-shockwave-ring-large-4804f73e
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/8458/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/vfx-mesh-library-shockwave-ring-large-4804f73e
- **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
- **Geometry:** 1,728 triangles, 5,184 vertices, 3 meshes, 3 materials, 0 textures
- **Size (m):** 1.604 × 0.353 × 1.609
- **Animations:** none
- **File size:** 0.08 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5 (1M context)

## About

The large step of the three scale shockwave set, for heavy slams and area detonations. The crest fin count rises from ten to fourteen so the crest stays dense at the larger diameter rather than the mesh being a plain uniform scale of the medium ring. Bounding size 1.60 by 0.35 by 1.61 m, metres, +Y up, +Z forward. Origin: ground contact at y=0. The effect emits from the ground plane and its lowest geometry sinks 0.009 m under that plane, so the mesh is settled onto y=0 and the emission plane sits 0.009 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/8458/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function ShockwaveRingLargeVFXMeshLibrary(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/8458/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/8458/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/8458/v1/model.glb" alt="Shockwave ring, large (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/8458/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/8458/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/vfx-mesh-library-shockwave-ring-large-4804f73e · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.