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All effects Cinematic animations Rainstorm in a Tiny Garden Rainstorm in a Tiny Garden Rainstorm in a Tiny Garden is a Three.js scene from a prompt collected by petergpt (collection) (original author unknown); 3dmotion rebuilt it with Claude Opus 5.5 on 2026-11-09.
collected by petergpt (collection) on GitHub · verified 2026-11-09
Original prompt petergpt (collection) · GitHub · collected; original author unknownModel Claude Opus 5.5 Rebuild date 2026-11-09 Known limits Crown splashes read as pale translucent sheets rather than crisp water, and the sky stays close to white. 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 2026-11-09 Runtime Three.js CDN · r170 Licence Rebuild code · MIT Fix rounds 6 Known limitation Crown splashes read as pale translucent sheets rather than crisp water, and the sky stays close to white.
Original prompt Free · 7,166 characters Create a maximum-ambition Three.js experience of a rainstorm in a garden at one millimeter tall: the viewer stands ant-high on a leaf as raindrops the size of exercise balls fall out of a canyon of towering grass blades, detonating on…
Show full promptCreate a maximum-ambition Three.js experience of a rainstorm in a garden at one millimeter tall: the viewer stands ant-high on a leaf as raindrops the size of exercise balls fall out of a canyon of towering grass blades, detonating on impact into slow crystal crowns, rolling across leaves as trembling glass boulders, and swelling dew into lens-worlds that refract the whole garden upside down - while a bumblebee thunders overhead like a furred airship and an ant convoy shelters under a fallen petal. Everyone knows this garden; no one has stood in it at this size during rain. This must not be a giant-props cartoon, a serene macro wallpaper, a murky puddle scene, or a physics tech demo on a gray plane. It is the most familiar place on Earth turned into an epic landscape under glorious bombardment - macro-photography beauty with action-movie pacing.
The goal is the visual impression of a billion-piece micro-world: leaf surfaces as landscapes of cells and ridges, water as the hero material in every form (falling sphere, impact crown, crawling rivulet, trembling dome, merging pool), light behaving like macro photography - shallow warm sun shafts, bokeh-soft distances, everything backlit and glowing. Achieve the water with instanced drop systems, impact-triggered crown meshes and soft-body dome shading; never particle mist.
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 assets.
#### FIRST FRAME - THE STORM ARRIVES
- Open on the leaf plateau at one-millimeter eye height, mid-storm: a vast green terrain of vein ridges and glistening cell texture stretching away to the leaf's curled edge, the grass-blade towers rising all around into a bright silver sky - and the rain already falling: enormous glassy spheres dropping past in the middle distance, one detonating on the plateau a body-length away in a slow-blooming crown of crystal, droplets the size of heads scattering and rolling.
- Time runs at macro-camera speed: roughly one-tenth real speed, so every drop's fall is trackable, every crown blooms readably, every splash droplet arcs with visible grace - constant spectacular motion the eye can actually feast on. This dilation is the experience's core rendering of scale: small worlds genuinely experience time this way.
- The light is rain-light at its best: bright pearl sky, backlit drops burning like falling lamps, the garden glowing saturated green, warm sun breaking through in shafts that turn falling rain into strings of fire. Never gloomy - a storm in a bright world.
- No menus, titles or reveals; the bombardment is in progress.
#### WATER AS THE HERO MATERIAL
- Every state of water is a set-piece: falling drops as wobbling refractive spheres carrying inverted garden images inside them; impacts as sculpted crown splashes that rise, crenellate and collapse in dilated grace; landed water as trembling dome-boulders that creep, merge hungrily into bigger domes, and suddenly release downslope in rivulet floods when they breach a vein ridge; the leaf-edge waterfall where gathered water sheets off into the canyon below; dew beads strung on a spider line overhead like a necklace of lenses, each refracting the entire scene upside down.
- Water BEHAVES at this scale: surface tension is visible law - domes quiver but hold, small droplets ride convex leaf hairs without falling, a rolling drop consumes smaller beads as it passes and grows. The moment a boulder-drop rolls toward the camera and swallows a dew bead in passing is the material thesis in one shot.
- The viewer's leaf must flex with the strikes: each nearby impact bows the whole plateau in a slow springy wave that rolls underfoot, water sloshing in response - the ground itself is alive.
#### THE GARDEN AS EPIC TERRAIN
- Build a true macro landscape, deep and layered: the leaf plateau and its canyon of grass towers; a flower stem rising like a furred monument to a poppy canopy far above that glows red like a stained-glass ceiling when sun breaks through; a fallen petal arched like a silk pavilion (the ant convoy shelters beneath it, antennae flicking at each impact thud); soil below as a boulder field of glistening grains; a pebble like a cliff face streaked with rain; a puddle spreading across the soil like an advancing sea, its surface hammered into overlapping ring systems by the strikes.
- Macro wildlife carries the middle action, all magnificent at this scale: the bumblebee crossing overhead on its patrol - furred, backlit, wings a shimmering blur, its downdraft flattening nearby water domes; a snail traversing a leaf edge like a slow glass-and-marble barge, rain beading on its shell; a ladybird trundling to shelter, wing-cases jeweled with droplets; a springtail catapulting away from an impact in a comic bounce; the spider tending its bead-strung line.
- Everything is instanced, individually varied and purposeful; the creatures shelter, emerge and travel with the storm's rhythm.
#### THE STORM'S ARC - DYNAMISM WITH NARRATIVE
- The weather runs a continuous grand cycle over several minutes: steady bombardment; a crescendo cloudburst (strikes doubling, rivulets everywhere, the leaf waterfall roaring); the break - rain thinning, the sun shafting through in full force, every surface exploding into sparkle and rising mist-wisps, a rainbow arcing between grass towers; then the drips - the long gorgeous afterstorm of gathered water releasing bead by bead from every tip - and the sky closes for the next round.
- The break-and-sparkle phase is the emotional payoff; stage its arrival with a traveling sunline that sweeps across the terrain igniting water as it goes.
#### EXPLORATION AND CONTROLS
- Immediate first-person walking across the flexing leaf terrain plus free flight through the full canyon system - flying up through falling drops to the poppy canopy is a designed thrill run; reset returns to the plateau vantage.
- Presets: the plateau under bombardment; nose-to-drop with a falling sphere's refracted world; the crown-splash close orbit; the dew-necklace lens view; under the petal pavilion with the ants; the puddle-sea ring patterns from above; the sun-break sparkle moment.
- Compact controls only: storm phase (scrubbable through the cycle), time dilation (macro / normal), creature activity, and photo mode.
#### PERFORMANCE
- Drops, splash droplets and dew instanced with pooled lifetimes; crown splashes as triggered morphing meshes; domes as soft-shaded blobs with tension shaders; terrain flex via vertex waves; creatures as low-bone instanced rigs; depth-of-field bokeh as the standing post effect (it sells macro scale more than any geometry - keep it tasteful and focused on the middle distance).
- Quality selector reduces drop counts, splash complexity and bokeh sampling before ever sacrificing time dilation, surface-tension behavior or the storm cycle.
- Smooth on a modern laptop, devicePixelRatio clamped to 2. The outcome: the garden outside every window, revealed as the most spectacular place its smallest citizens have always known. Prompt collected by petergpt (collection) ; the original author is unknown on GitHub. github.com/petergpt/3d-prompt-collection/blob/HEAD/README.md#prompt-50 . Copies include this credit. 01 Single file runs
Claude Opus 5.5 · Claude Code · 2026-11-09 · 6 fix rounds
Simplified: Refraction inside drops is a procedural inverted sky/grass/sun lookup, not a render of the real scene; creatures are rigid low-poly rigs, rivulets are sliding stretched domes, and there are no shadows.
Known issue: Crown splashes read as pale translucent sheets rather than crisp water, and the sky stays close to white.
Original prompt, credited Rebuilt by 3dmotion · 2026-11-08
collection · petergpt Open, then Run
Original prompt, credited Rebuilt by 3dmotion · 2026-11-09
collection · petergpt Open, then Run
Original prompt, credited Rebuilt by 3dmotion · 2026-11-08
collection · petergpt Open, then Run
Original prompt, credited Rebuilt by 3dmotion · 2026-11-09
collection · petergpt Open, then Run