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All effects Water & sky Drifting Jellyfish Lake Drifting Jellyfish Lake Drifting Jellyfish Lake is a Three.js scene from a prompt collected by petergpt (collection) (original author unknown); 3dmotion rebuilt it with Claude Opus 5.5 on 2026-11-08.
collected by petergpt (collection) on GitHub · verified 2026-11-08
Original prompt petergpt (collection) · GitHub · collected; original author unknownModel Claude Opus 5.5 Rebuild date 2026-11-08 Known limits The lake-edge view is darker and sparser than the bloom views, and a few of the nearest roots still read as single dark strokes. Open demo Open demo, then press Run Saving the HTML? Running here stays free. A saved rebuild uses three@0.170.0: keep ../vendor/three-r170.min.js beside it at that relative path, or allow a network connection for the CDN fallback.
Preview or live? Prompt collected by petergpt (collection) · original author unknown. Copies include source credit.
Rebuild receipt Single HTML Model Claude Opus 5.5 Verified 2026-11-08 Runtime Three.js CDN · r170 Licence Rebuild code · MIT Fix rounds 4 Known limitation The lake-edge view is darker and sparser than the bloom views, and a few of the nearest roots still read as single dark strokes.
Original prompt Free · 2,787 characters Create a serene, sun-drenched Three.js scene inside Jellyfish Lake in Palau: millions of golden jellyfish pulsing through turquoise water in their daily migration toward the light, so dense they form glowing amber clouds in every…
Show full promptCreate a serene, sun-drenched Three.js scene inside Jellyfish Lake in Palau: millions of golden jellyfish pulsing through turquoise water in their daily migration toward the light, so dense they form glowing amber clouds in every direction. Open directly inside the bloom, surrounded, with sunbeams shafting down and jellyfish already parting gently around the camera. Do not create a title screen, menu, loading state, or empty water.
If you use Three.js, add an import map before the module script mapping "three" and "three/addons/" to the same pinned version, and import only via those names. Everything procedural; no external image assets or models.
Single idea: swimming through a galaxy of gold — overwhelming gentle multitude, with the simplest possible glide.
#### THE GOLDEN MULTITUDE
- Millions of instanced medusae at three readable scales: translucent amber bells with visible inner glow nearby, soft golden lanterns at mid distance, and warm particulate haze far off — the bloom must feel endless.
- Pulse animation is a simple, safe rhythm: bell contraction and relax with slight drift per pulse, desynchronized across the swarm so the whole cloud breathes. Trailing oral arms sway; nothing requires precision.
- The migration gives structure: a denser river of jellyfish flowing toward the brightest water, thinning toward the shadowed lake edges.
#### THE EMERALD LAKE
- The setting tells the famous story: an enclosed marine lake ringed by jungle — visible from underwater as overhanging green canopy and root tangles at the rim, sun flickering through leaves onto the surface ceiling.
- Water is the second hero: turquoise clarity, cathedral sunbeams, dust-mote plankton, the mirrored underside of the surface bending the jungle above.
- Quiet supporting life: small silver fry sheltering beneath bells, a lone snorkeler silhouette far off at the surface for scale and wonder.
#### SIMPLE EXPLORATION
- The one interaction is a gentle glide: the camera drifts continuously forward at swimmer pace and the mouse simply steers the drift — no buttons, no speed management, impossible to fail. Jellyfish part softly around the camera with a subtle touch-glow.
- Reset returns to the hero in-bloom position facing the densest sunlit river. Presets: surface-ceiling view among crowded bells, mid-lake galaxy view, lake-edge view back through the bloom toward the jungle rim, and a slow auto-drift tour toggle.
- Optional density slider; nothing else. No HUD beyond compact collapsible controls.
#### PERFORMANCE DISCIPLINE
- Instanced bells with shader pulse variation and LOD, transmission-style translucency only on near jellyfish, devicePixelRatio clamped to 2, and a quality selector that reduces far haze before near bells or sunbeams. Smooth on a modern laptop. Prompt collected by petergpt (collection) ; the original author is unknown on GitHub. github.com/petergpt/3d-prompt-collection/blob/HEAD/README.md#prompt-57 . Copies include this credit. 01 Single file runs
Claude Opus 5.5 · Claude Code · 2026-11-08 · 4 fix rounds
Simplified: "Millions" of jellyfish is about 326,000 bells and haze motes at default quality (about 938,000 on High), plus soft cloud sprites. Near-bell translucency is a refracted water lookup, and the jungle above exists only as a shader in Snell's window.
Known issue: The lake-edge view is darker and sparser than the bloom views, and a few of the nearest roots still read as single dark strokes.
Original prompt, credited Rebuilt by 3dmotion · 2026-11-09
@MengTo Open, then Run
Original prompt, credited Rebuilt by 3dmotion · 2026-11-09
collection · petergpt Open, then Run
Original prompt, credited Rebuilt by 3dmotion · 2026-11-09
collection · petergpt Open, then Run