LOADING SCENE...
Frame your cinematic masterpiece
🖱️ Left-drag to orbit • Right-drag to pan • Scroll to move
WASD move • Shift run • Z crouch • Space jump (tap again mid-air = double jump). Click the scene to capture the mouse (Esc releases). Use the bottom-right button to switch 1st / 3rd person. After the camera-keypoint intro ('n'), the final 'n' drops you into first person automatically.
W/E/R = Move/Rotate/Scale • Shift = Snap • Space = Play/Pause
Edit PBR properties of any material on the selected model. Changes are saved with workspace.
Attach a 3D chat bubble to a camera keypoint. When you jump to that keypoint, the bubble fades in. Use the gizmo to move/scale it, then save it to the keypoint.
Gameplay: hide gizmos (Q) and click the bubble or use the on-screen [ N ] Continue button to advance pages.
Create a separate set of keypoints for an automatic looping camera flythrough. Toggle it on/off anytime.
A textured globe sphere with slow auto-rotation. Use transform gizmo for precise placement.
Plays PoolePortraitLoop.webm on a 3D quad. Click the video (or use “Select Video Quad”) to move/rotate/scale it.
Glow adds a bit of self-light while still reacting to scene lighting. Set Glow to 0 for fully lit-only.
Website screen interaction: press T. Webcam: enable here so you do not need to click the quad.
Note: many sites block embedding. If a site refuses to load, try a different URL or one you control.
Webcam: idle
Place these in the scene now; they'll display webcams during a multiplayer match. White seat quad shows whoever plays white; Black seat quad shows whoever plays black. Same positions for both players.
Applies to every shadow-casting light in the scene. Adjust ambient fill above to lift the darkest areas independently.
Stops re-rendering shadow maps every frame. Big FPS gain on static scenes, no quality loss. After moving a light, refresh once below.
Threshold controls how bright a pixel must be before it blooms. Lower = more glow. Use emissive materials on models to make them bloom.
You can now hide just the wooden shelf plank, change where pulled books land, show a landing plane placeholder, and click the landing marker to move it with the red/green/blue transform gizmo.
An open grimoire with the interactive Mythic Loom character creation experience. Click directly on the book's pages to interact.
Fades distant scene geometry into fog (uniform across the scene). For sky-only fog that hugs the horizon line, see "Sky Horizon Fog" below.
Distance fog that has a Y ceiling — fog fills the lowlands but the sky stays clear. Look up to see the skybox; look across the valley to see fog in the distance.
Wraps an image around a large sphere behind the scene. PNG or JPG.
Adds fog at the skybox's horizon ring only — sky stays open above, fog hugs the horizon line. Requires an active skybox image.
Selected brush: Grass
Left-click + drag to paint. Right-click + drag to erase. While paint mode is on, normal scene clicks are disabled so you don't accidentally pick objects mid-brush.
Foliage count: 0 · Paints into a single Group; saved with workspace.
Muffle = lowpass filter cutoff. Lower = more muffled. Click scene first to enable audio (browser requires user gesture).
Music loops forever. Type a different public MP3/WebM/OGG URL, then click Load Song. Click the scene first if the browser blocks autoplay.
Plays simultaneously with Track 1. Use one track for music and the other for ambient texture.
Randomly picks one of the enabled sounds below for each move. Avoids playing the same sound twice in a row.
How long to wait after a move event before starting the sound. Tune to land precisely with your piece animation.
Skip the first N ms of the mp3 file. Use this to trim dead air at the start of a sound.
Uncheck a row to remove that sound from the random pool. Edit the URL field to swap in a different sound.
If a host blocks CORS, loading may fail. tcpoole.com hosted files should work great.
Loads oak.glb with wind sway and natural materials. Each oak is a separate model you can duplicate & position.
New GLBs are added (not replaced). Toggle the knight on if you want it in the scene.
Click a gizmo sphere (or 🎯 in the list) to select a point light, then move it with the transform gizmo.
Adds a procedural flame shader on a billboard quad with integrated flickering point light. Click gizmo to select, then move.
Adds a lightweight animated steam shader as a real scene object. Click the steam or its gizmo to select it, then move it with the transform gizmo.
Click a gizmo cone (or 🎯 in the list) to select a spot light. Use sliders to aim the light via the target offset.
Directional lights cast parallel rays — like the sun. Move the gizmo to reposition the shadow camera; rotate or use the Direction sliders to aim the light.
WASD = move · Q/E = up/down · Shift = turbo · LMB drag = orbit cam · RMB drag = strafe · Double-tap A/D = barrel roll · ESC = exit
Browser will prompt for camera permission on first activation.
Save and load your entire workspace to continue later, or export a code snippet to use in your final project.
Master toggle. When off, nothing is clamped regardless of the values below.
Visualizes the box as a translucent gold cube. Use while editing, then hide for play.
Independent toggles. You can clamp the toad without clamping the camera (useful for screenshots / inspection), or vice versa.
Off by default. When off, toad follows terrain Y freely and only XZ are clamped. Camera Y is ALWAYS clamped when "Editor flying camera" is on (otherwise you'd fly out the top).
Drag the red/green/blue arrows (X/Y/Z) to move the box, or switch to Resize to scale it. The min/max fields update live. Pressing toward an edge feels like an invisible wall.
Animated volumetric light shafts. Add multiple volumes for different angles, windows, or openings — each is independently positioned and colored.
Shader-driven displaced water with FBM noise to break up tiling. Independent of the existing water plane.
Segments = vertex density. Higher = finer waves but more cost. 256 is a good default; 512+ only on strong GPUs.
When on, the ocean's specular highlight follows whichever directional light is in the scene. When off, uses a fixed default sun direction.
category
Epitaph…
your mark upon the yard
A resting place for the fallen drinkers, fools, and heroes of the realm. Wander the rows, read the stones, and leave your own mark upon the yard.