# Floating World: Island Above a Cloud Sea

- Author: @SiliconFlowAI
- Card: Creator prompt
- Theme: Dioramas & voxel scenes
- Stack: Not rebuilt
- Interaction: Drag
- Licence: Credited link (Shared publicly by the author; full text with credit, removed on request)
- Verified: not yet
- Original post: https://x.com/SiliconFlowAI/status/2113627339318042713

## Original prompt

```text
Build a complete single-file Three.js/WebGL experience called “FLOATING WORLD”: a cinematic, interactive Eastern-fantasy island sanctuary floating above an endless cloud sea at golden hour. Use procedural geometry and textures only; no external 3D assets, images, paid APIs, placeholders, or TODOs. Three.js may load from a CDN. Handle missing WebGL, resizing, and mobile layouts gracefully. All visible text must be English only—no Chinese characters anywhere.

SCENE
Large central island with layered rocky underside, mossy edges, vines, terraced gardens, and distant floating islands.
Central two-tier pavilion, arched Moon Bridge over a front-right pond, smaller grass pond to its left, ancient pine on the left, and two waterfalls at the island edge.
Rich materials: weathered stone, dark timber, glazed dark-teal roof tiles, deep green moss/vegetation, water, restrained gold accents.
Strong foreground/midground/background separation, atmospheric fog, soft shadows, warm rim light, controlled bloom.
Entire island rig gently bobs up and down (±0.3 units, 11–18s periods). Cloud sea, distant islands, sky, and lighting remain stable.
GRASS
About 20,000 short grass clumps, each with around 8 curved blades. Clumps must overlap densely and read as a continuous, deep forest-green lawn, not pale spikes.
Vary height, orientation, saturation, and lightness.
Give the terrain itself a dark procedural grass-carpet texture so no brown soil is visible through gaps.
Keep grass out of the pavilion, bridge, ponds, stream, and main path.
PAVILION
Two-tier Eastern pavilion with stone base, timber columns, railings, steps, altar, bell, warm lanterns, and two dark-red banners with gold borders.
Both roofs must be dark glazed teal/green—never white or untextured.
Add clear vertical tile channels from ridge to eave, strong tile texture, bump mapping, and actual raised 3D tile ribs.
Keep the roof matte with low white specular. Add dark hip ridges, gold corner ornaments, and a gold finial.
Banner monograms should be English “F” and “W,” not Chinese characters.
PONDS AND WATER
Main pond centered near (10, 8), radius ~5, with a raised stone rim and the arched stone Moon Bridge.
Left grass pond near (5.5, 15.1), radius ~2, with a stone rim, reeds, stones, and grass around it.
Both ponds and all shoreline stones must sit entirely inside the island silhouette. Remove any water/stone overhang and the small extra footbridge; shorten the stream.
Fully cover both pond edges with stones, reeds, and grass—no exposed paper-like water edges.
Water shader: procedural ripples, Fresnel reflection, sky reflection, sun highlights, subtle foam.
Day: warm teal/green reflections. Twilight: deep indigo/blue-teal, never muddy yellow-green.
Remove light-blue spotty shimmer. Night flow speed only ~4% of daytime.
Day-to-twilight water must decelerate smoothly and monotonically, never speed up temporarily. Use an accumulated water-phase clock.
WATERFALLS
Left waterfall at ~70°: lower its top to about y=-2.6 and hide the start behind a large mossy cliff-rock curtain. Only the lower flow should be visible.
Right waterfall at ~36°: connected to the bridge pond; keep its visible top unchanged.
Use downward-flowing streaks, foam, soft edges, and mist at the base.
CLOUDS
Raise the cloud sea to about y=-20.4 so it wraps the island base.
Build dense multi-layer white clouds: near-island bank, distant billows, low wisps, and mist.
Clouds must look like overlapping cotton puffs, not flat paper layers; no visible holes in the middle.
Front-left cloud cluster: ~18 puffs, partially covering the island, fluffy and volumetric.
Four higher cloud groups above the island, each ~17–21 puffs, varied sizes and depths, tightly packed.
All clouds white/warm-white. No gray cloud materials or gray shadow puffs. Do not restore the old right-side island-covering cloud.
VEGETATION AND DETAILS
Several dark-green pines/bonsai-like trees; one large Ancestor Pine with a crooked trunk, noble canopy, hanging lanterns, and a small stone shrine.
Mossy shrubs, wildflowers, reeds, lilies, vines, warm floating motes, and a few distant birds.
No animals other than the yellow dog below.
YELLOW DOG
Small golden-yellow dog: short chubby legs with rounded capsule shapes and smooth hip joints, short tail, rounded body/head, black nose, eyes, ears, tongue, red collar, gold tag.
Animate running legs, body bob, tail wag, and head motion.
Orient the dog from its actual movement direction; never sideways/backward.
Give it a dedicated clear grass meadow centered near (-2.3, 9.2), ellipse approx. rx=3.0, rz=2.0.
Remove the stone lantern near (-5.1, 10.5) and any stepping stones within a ~4.6 radius; replace removed stones with about 24 dark grass clumps.
Dog randomly chooses targets inside this meadow, pauses, and chooses again—no fixed loop. It must never leave the meadow or intersect stones, buildings, ponds, or terraces. It rides the island bob.
CAMERA AND INTERACTION
Cinematic ~8-second opening reveal from a low side angle into the hero view.
Hero camera ~(44, 31, 65), target ~(0, 2.8, 0), FOV 43°.
OrbitControls with damping, drag-to-orbit, wheel zoom, no panning; add a smooth reset-camera button.
Three clickable landmarks with smooth camera close-ups and English contextual cards:
The Jade Pavilion: ~(18.5, 12.2, 17.2) → (0, 7.4, -2.6), FOV 40.
The Moon Bridge: ~(25, 10, 32) → (10, 4.2, 8), FOV 42.
The Ancestor Pine: ~(10, 15, 38) → (-10.5, 7, 5.4), FOV 42.
Small hover label on landmarks; dragging must not trigger selection.
LIGHTING AND UI
Golden hour: warm sun from back-left, long shadows, peach horizon, cream clouds.
Twilight: indigo sky, orange-pink horizon, dimmer sun, brighter lanterns, deep indigo water.
Smooth 3.6-second lighting transition with an Atmosphere toggle.
ACES tone mapping, restrained bloom, fog, soft shadows.
English-only UI: “FLOATING WORLD,” “A Sanctuary Above the Clouds,” “The Realm of Drifting Clouds,” an F seal, atmosphere toggle, reset control, and three quiet-place links. Use an elegant serif/sans pairing with cream, ink, and gold.
No Chinese text in UI, banners, labels, loader, or fallback.
TECHNICAL
Procedural CanvasTextures/shaders for stone, grass, wood, roof tiles, cloud puffs, water, waterfalls, banners.
60 FPS target on desktop, responsive, capped pixel ratio, working interactions, no runtime errors.
Deliver a single polished HTML file.
```

Not rebuilt by 3dmotion yet. Credit stays with @SiliconFlowAI.

Prompt by @SiliconFlowAI (https://x.com/SiliconFlowAI/status/2113627339318042713) via 3dmotion.io/e/floating-world-island-above-a-cloud-sea
