# Charred Log (Volcano and Lava Fields)

Three metre fallen trunk burnt black: a cracked charcoal surface over a broken end, the branch stubs snapped off short and one side pressed into the ash it fell in.

- **URL:** https://3dassets.dev/assets/volcano-and-lava-fields-volcano-and-lava-fields-charre-a1cb7fb2
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/37478/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/volcano-and-lava-fields-volcano-and-lava-fields-charre-a1cb7fb2
- **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:** Nature & Landscape
- **Tags:** Modern, Realistic, Exterior, Kit / Set
- **Geometry:** 336 triangles, 920 vertices, 2 meshes, 2 materials, 1 textures
- **Size (m):** 3.1 × 0.5 × 0.772
- **Animations:** none
- **File size:** 0.07 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Three metre fallen trunk burnt black: a cracked charcoal surface over a broken end, the branch stubs snapped off short and one side pressed into the ash it fell in. Free 3D model for volcanic terrain, lava field and natural disaster game scenes in Unity, Godot, Unreal, three.js and Blender. Overall 3.10 by 0.50 by 0.77 m (X by Y by Z). Metre units, +Y up, the front face toward +Z, resting on y=0 with the origin on the footprint. Static geometry; no rig, collision or navigation data. Molten rock and glow seams are emissive geometry, never lights: the pack embeds no lights, and lava flow, steam, smoke and fire are static because a fluid needs a shader or a particle system that a rigid node transform cannot carry. A generic volcanic landscape: no real volcano, park, observatory or equipment maker is named or depicted, and every sign, plate and marker face is blank.

## Use with three.js

```js
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/37478/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function CharredLogVolcanoAndLavaFields(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/37478/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/37478/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/37478/v1/model.glb" alt="Charred Log (Volcano and Lava Fields)" 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/37478/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/37478/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/volcano-and-lava-fields-volcano-and-lava-fields-charre-a1cb7fb2 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.