# Spittoon (Vineyard and Winery)

Floor standing tasting spittoon 1.05 m tall: a weighted base, a column and a stainless funnel bowl with a rolled rim over a collecting body. The contents are static geometry.

- **URL:** https://3dassets.dev/assets/vineyard-and-winery-spittoon-eef1d06a
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36862/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/vineyard-and-winery-spittoon-eef1d06a
- **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:** Props & Furniture
- **Tags:** Modern, Realistic, Interior
- **Geometry:** 456 triangles, 1,011 vertices, 3 meshes, 3 materials, 0 textures
- **Size (m):** 0.442 × 1.01 × 0.435
- **Animations:** none
- **File size:** 0.02 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Floor standing tasting spittoon 1.05 m tall: a weighted base, a column and a stainless funnel bowl with a rolled rim over a collecting body. The contents are static geometry. Overall 0.442 x 1.010 x 0.435 m (X x Y x Z), metre units, +Y up, +Z forward, resting on y=0. Vineyard and Winery / vineyard-std-v1: limestone, gravel and sawn timber under vine green, fruit purple, terracotta and stainless, with embedded procedural timber, stone and soil maps and no custom shaders. No estate, appellation, marque or label is named or depicted anywhere: every bottle, reel, crate and board is blank. 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/36862/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function SpittoonVineyardAndWinery(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/36862/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/36862/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36862/v1/model.glb" alt="Spittoon (Vineyard and Winery)" 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/36862/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/36862/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/vineyard-and-winery-spittoon-eef1d06a · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.