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All effects Simulations Volcanic Island Being Born Volcanic Island Being Born Volcanic Island Being Born 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 ash plume and steam towers blend into a pale grey haze instead of a dark, towering column with distinct white steam. 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 10 Known limitation The ash plume and steam towers blend into a pale grey haze instead of a dark, towering column with distinct white steam.
Original prompt Free · 3,068 characters Create the most extreme real-time Three.js visualization of land being born from the ocean. The first frame must feel like a nature documentary, disaster film and scientific miracle colliding: black sea split open by incandescent lava…
Show full promptCreate the most extreme real-time Three.js visualization of land being born from the ocean. The first frame must feel like a nature documentary, disaster film and scientific miracle colliding: black sea split open by incandescent lava fountains, a fresh crater ring rising from boiling water, white steam towers exploding hundreds of meters high, lightning inside the ash plume, research ships tossed by shock waves, helicopters circling through ash, pumice rafts spreading across the surface and a jagged newborn shoreline glowing red as waves vaporize against it. This must not be a generic volcano cone, a dark smoky background, a single lava blob, a static island or an educational diagram. It must be the physically overwhelming moment when the planet manufactures a new place.
Build a billion-piece impression through layered procedural systems: molten arcs, cooling black crust, tumbling lava bombs, cracked basalt shelves, glassy obsidian edges, red fissures, sulfur stains, ash flakes, steam vortices, rain hitting hot rock, wave foam, pumice pebbles, black sand fans, boat wakes, instrument buoys, rotor spray, glowing lava tubes and tiny scientists for scale. The island should visibly assemble from thousands of new surfaces: lava stacks, cools, fractures, collapses into surf, is buried by ash, is cut by waves, then slowly receives rain channels and the first green film of life. Use shader-driven lava cooling, instanced ejecta, GPU ash/sparks/steam/rain, wave meshes, transparent steam layers and procedural shoreline growth.
Make it a dynamic system rather than a pretty eruption. Provide a time scrub with violent phases: submarine bubbling, steam explosion, lava fountain, crater wall formation, black beach growth, rain cooling, landslide collapse, stabilized island and first-life epilogue. Camera modes: low boat view through spray, helicopter orbit, shoreline walk, top-down scientific survey, crater-rim danger view and a cinematic locked wide shot. Controls should visibly change eruption intensity, lava viscosity, sea swell, rain, wind, plume height, island age and camera mode. The default camera must show the peak impossible composition: lava meeting ocean, glowing new coast, research fleet, ash plume, lightning and moving waves all visible immediately.
Absolute ambition bar: do not satisfy this prompt with a symbolic miniature, a sparse diorama, a single hero object, a mostly static scene, a flat shader demo or a clever but thin approximation. The output should feel like a flagship benchmark scene for a frontier web agent: immediate first-frame impact, visible motion in at least five independent systems, inspectable micro-detail at close range, strong silhouettes at wide range, meaningful camera modes, responsive controls with obvious visual consequences, and performance-conscious implementation using instancing, merged geometry, LOD, shader effects and GPU-friendly particles. Prioritize dynamic spectacle and concrete construction over explanatory UI. If a feature is mentioned, make it visible, moving or inspectable. Prompt collected by petergpt (collection) ; the original author is unknown on GitHub. github.com/petergpt/3d-prompt-collection/blob/HEAD/README.md#prompt-60 . Copies include this credit. 01 Single file runs
Claude Opus 5.5 · Claude Code · 2026-11-08 · 10 fix rounds
Simplified: The island is one shader-displaced heightfield driven by an age curve, with no real lava stacking, fracture or landslide debris simulation; the 'billion pieces' are about 45k particles plus instanced bombs, and rain channels and first life are surface tints.
Known issue: The ash plume and steam towers blend into a pale grey haze instead of a dark, towering column with distinct white steam.
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
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