# Stone Wall Section (Vineyard and Winery)

Four metre stone wall bay 2.96 m tall and 420 mm thick, faced in rough coursed rubble on both sides with a stepped coping over it. Butts end to end and into the corner pillar.

- **URL:** https://3dassets.dev/assets/vineyard-and-winery-stone-wall-section-f5c3acf4
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36870/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/vineyard-and-winery-stone-wall-section-f5c3acf4
- **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:** Buildings & Architecture
- **Tags:** Modern, Realistic, Modular, Exterior
- **Geometry:** 1,380 triangles, 3,220 vertices, 1 meshes, 1 materials, 1 textures
- **Size (m):** 4.069 × 2.96 × 0.58
- **Animations:** none
- **File size:** 0.12 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Four metre stone wall bay 2.96 m tall and 420 mm thick, faced in rough coursed rubble on both sides with a stepped coping over it. Butts end to end and into the corner pillar. Overall 4.069 x 2.960 x 0.580 m (X x Y x Z), metre units, +Y up, +Z forward, resting on y=0. Connectors: start (wall), end (wall). 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/36870/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function StoneWallSectionVineyardAndWinery(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/36870/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/36870/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36870/v1/model.glb" alt="Stone Wall Section (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/36870/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/36870/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/vineyard-and-winery-stone-wall-section-f5c3acf4 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.