# Crater Floor Module (Volcano and Lava Fields)

Four metre crater floor tile of shattered black crust over a bed of fallen blocks, cut by two glowing ground cracks and dusted with fresh ash.

- **URL:** https://3dassets.dev/assets/volcano-and-lava-fields-volcano-and-lava-fields-crater-35b26cd2
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/37436/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/volcano-and-lava-fields-volcano-and-lava-fields-crater-35b26cd2
- **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:** Environments & Scenes
- **Tags:** Modern, Realistic, Exterior, Modular
- **Geometry:** 960 triangles, 2,802 vertices, 4 meshes, 4 materials, 1 textures
- **Size (m):** 4 × 0.622 × 4
- **Animations:** none
- **File size:** 0.10 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Four metre crater floor tile of shattered black crust over a bed of fallen blocks, cut by two glowing ground cracks and dusted with fresh ash. Free 3D model for volcanic terrain, lava field and natural disaster game scenes in Unity, Godot, Unreal, three.js and Blender. Overall 4.00 by 0.62 by 4.00 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. The glowing cracks are emissive geometry recessed below the crust, not lights: the pack embeds none. 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/37436/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function CraterFloorModuleVolcanoAndLavaFields(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/37436/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/37436/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/37436/v1/model.glb" alt="Crater Floor Module (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/37436/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/37436/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/volcano-and-lava-fields-volcano-and-lava-fields-crater-35b26cd2 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.