# Ravine Edge Module (Volcano and Lava Fields)

Four metre tile where the ground gives way: a level shoulder that breaks and falls 1.9 m into a ravine, the broken lip strewn with the blocks that went over with it.

- **URL:** https://3dassets.dev/assets/volcano-and-lava-fields-volcano-and-lava-fields-ravine-c8ae7441
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/37449/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/volcano-and-lava-fields-volcano-and-lava-fields-ravine-c8ae7441
- **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:** 992 triangles, 2,902 vertices, 2 meshes, 2 materials, 1 textures
- **Size (m):** 4 × 2.439 × 4
- **Animations:** none
- **File size:** 0.11 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Four metre tile where the ground gives way: a level shoulder that breaks and falls 1.9 m into a ravine, the broken lip strewn with the blocks that went over with it. 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 2.44 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 shoulder is 2.35 m above the module base and the ravine floor 0.45 m, so the tile sits on the same 4 m grid with its top surface 2.1 m above a standard ground tile. Ports carry the shoulder height on the left and right edges. 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/37449/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function RavineEdgeModuleVolcanoAndLavaFields(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/37449/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/37449/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/37449/v1/model.glb" alt="Ravine Edge 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/37449/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/37449/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/volcano-and-lava-fields-volcano-and-lava-fields-ravine-c8ae7441 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.