Prompt Motion
@AiMotionSiteS
Prompt library

3D scenes

Interactive WebGL tropical cove diorama with realistic water

Interactive WebGL tropical cove diorama with realistic water is a 18-second Claude Opus motion design reference by @vib3coded, built around Three.js, WebGL. [Note: the creator shared a partial prompt. Copy this 3D motion prompt, keep the creator's frame counts and palette, and adapt the subject for your own launch film.

@vib3codedView post

Prompt

[Note: the creator shared a partial prompt. Wording below is theirs.] GOAL: Build a single-file interactive WebGL diorama (one index.html, no build step) with Three.js r160 loaded via an import map from https://t.co/lj8MfmK18g, plus OrbitControls and BufferGeometryUtils from three/examples/jsm. MOTION: SCENE A miniature tropical cove inside a 10×10 block of clear water with rounded edges (vertical corner radius ~0.6, top edge radius ~0.26), sitting on a thin sand-colored base slab, on a warm off-white background with a soft floor shadow (ShadowMaterial + blurred contact shadow). ISLAND (procedural, seeded, regenerable) - Heightfield terrain (~400×400 grid) clipped to the rounded block, with a "skirt" wall along the boundary so the cross-section is visible through the water. - Shape: a crescent of limestone cliffs built from an IQ-style 2D arc SDF (aperture ~75–100° each side, thick arms tapering toward the tips), domain-warped with fbm so the outline is organic. Opening faces the camera. - Near-vertical cliffs (~2 units tall) with slightly rounded rims; outside, the cliffs plunge straight into deep water (no shallow ledge); inside the cove a pale sand beach slopes gently into turquoise shallows. - Optional sea stack near one arm tip. Boulders at the arm tips and along the beach (displaced icospheres, instanced). Small dark rocks scattered on the seabed. - Rock shading in the fragment shader by world height: horizontal sedimentary strata (warped sine bands), darker vertical drip stains, cream limestone on top, darker brown near the waterline, a darker "wet" band just above the water, algae-darkened rock below the surface. Procedural bump via dFdx/dFdy. CPU-baked horizon ambient occlusion per vertex. - Vegetation: ~5k "cauliflower" canopy blobs (InstancedMesh of icospheres with vertex-noise displacement and fragment bump), clustered 2–5 per tree, olive-to-yellow-green palette, per-instance AO from neighbour occlusion, brighter tops. Bare cream rock patches on the plateau; a few vegetation clumps clinging to cliff faces. WATER (the key part — realistic, not jelly) - Render pipeline: (1) opaque scene → MSAA HalfFloat render target with a DepthTexture; (2) copy that to a second target, then draw the water mesh with a custom ShaderMaterial that does a manual depth test against the scene depth; (3) a final fullscreen pass with ACES tone mapping, sRGB output and a subtle tilt-shift blur (miniature look).
Author original
Build a single-file interactive WebGL diorama (one index.html, no build step) with Three.js r160 loaded via an import map from https://t.co/lj8MfmK18g, plus OrbitControls and BufferGeometryUtils from three/examples/jsm. SCENE A miniature tropical cove inside a 10×10 block of clear water with rounded edges (vertical corner radius ~0.6, top edge radius ~0.26), sitting on a thin sand-colored base slab, on a warm off-white background with a soft floor shadow (ShadowMaterial + blurred contact shadow). ISLAND (procedural, seeded, regenerable) - Heightfield terrain (~400×400 grid) clipped to the rounded block, with a "skirt" wall along the boundary so the cross-section is visible through the water. - Shape: a crescent of limestone cliffs built from an IQ-style 2D arc SDF (aperture ~75–100° each side, thick arms tapering toward the tips), domain-warped with fbm so the outline is organic. Opening faces the camera. - Near-vertical cliffs (~2 units tall) with slightly rounded rims; outside, the cliffs plunge straight into deep water (no shallow ledge); inside the cove a pale sand beach slopes gently into turquoise shallows. - Optional sea stack near one arm tip. Boulders at the arm tips and along the beach (displaced icospheres, instanced). Small dark rocks scattered on the seabed. - Rock shading in the fragment shader by world height: horizontal sedimentary strata (warped sine bands), darker vertical drip stains, cream limestone on top, darker brown near the waterline, a darker "wet" band just above the water, algae-darkened rock below the surface. Procedural bump via dFdx/dFdy. CPU-baked horizon ambient occlusion per vertex. - Vegetation: ~5k "cauliflower" canopy blobs (InstancedMesh of icospheres with vertex-noise displacement and fragment bump), clustered 2–5 per tree, olive-to-yellow-green palette, per-instance AO from neighbour occlusion, brighter tops. Bare cream rock patches on the plateau; a few vegetation clumps clinging to cliff faces. WATER (the key part — realistic, not jelly) - Render pipeline: (1) opaque scene → MSAA HalfFloat render target with a DepthTexture; (2) copy that to a second target, then draw the water mesh with a custom ShaderMaterial that does a manual depth test against the scene depth; (3) a final fullscreen pass with ACES tone mapping, sRGB output and a subtle tilt-shift blur (miniature look).

Questions

What is this 3d scenes prompt for?

It is a Claude Opus motion design brief for “Interactive WebGL tropical cove diorama with realistic water”. Paste it into Claude and keep the timings already written in the prompt.

Where is the original film?

The creator is @vib3coded. Use View post to open the X video this prompt belongs to.

More 3d scenes prompts