Exhaust plume
A low-poly rocket exhaust plume at liftoff: three steel engine bells with white Mach-diamond jets feeding a launch-orange flame column that splashes into a smoke mound at the pad. A 6-second seamless loop makes the flame flicker and rings of white smoke billow outward along the ground.

Left rail: colours and the 4 knobs the agent wrote into this model — they rebuild the geometry and go into your download. Right rail: looks for the viewer. Drag to orbit, scroll to zoom.
- Triangles
- 6,488
- Vertices
- 19,464
- Meshes · materials
- 29 · 29
- Size (W × H × D)
- 25 m × 13 m × 26 m
- File
- GLB · 531 KB
- Animation
- scene-motion · 6.0s
- Style
- Low-poly
- Collection
- Rocket Launch Site
Palette · named materials
- launch orange — flame column body and splash tongues (accent)#ed7e1d
- launch orange dark — flame column foot and alternate splash tongues (accent)#af590e
- launch orange light — jets and flame column head (accent)#eea668
- white light — Mach diamonds (accent)#f9f8f6
- white — smoke crown puffs and mound (base)#f4f1ec
- warm white — smoke ring puffs and mound (base)#f2ede2
- white dark — shaded smoke puffs (base)#d7cebc
- steel — engine bell outsides (trim)#7e8c9a
- soot black — engine bell throats (trim)#1b1b22
Use it
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const gltf = await new GLTFLoader().loadAsync(
"https://assets.stoicsoft.com/1designtool/3d/models/rocket-launch-site-exhaust-plume/ce8a98f2de/model.glb"
);
scene.add(gltf.scene); // metres, +Y up, front faces +Z
const mixer = new THREE.AnimationMixer(gltf.scene);
gltf.animations.forEach((clip) => mixer.clipAction(clip).play());
// in your loop: mixer.update(delta)How it was made
The brief given to 1DesignTool's “3D object” template:
Exhaust plume for the Rocket Launch Site kit. Design it as one clear asset at believable real-world scale for that setting (state the size in metres in meta.notes), with its main parts modelled and named, readable at thumbnail size and from every orbit angle. It moves: author a seamless baked loop (2–12 s) with every pivot exactly at its hinge, axle or swivel, and keep the base still. This is one part of the Rocket Launch Site kit (Low-poly style, flat-lowpoly direction): Countdown at the coast. Use ONLY the kit palette, by name: white #f4f1ec, launch orange #ed7e1d, steel #7e8c9a, sky blue #2e67b8, white dark #d7cebc, launch orange dark #af590e, white light #f9f8f6, launch orange light #eea668, soot black #1b1b22, warm white #f2ede2, mid grey #7d828c, dark wood #3d2a1c. Every material's `name` must be exactly the palette colour it uses — the GLB carries these names so the kit recolours as one; an unnamed material fails delivery. Kit knob: expose a param `rocketDesign` (0–1, default 0.5) for the kit's "Rocket design" setting wherever it makes sense on this part, and keep that id.
- Agent: Claude Code · Claude Opus 5.5 in 1DesignTool
- Generation: 4.29M tokens (95% cached) · ≈ $3.25 at API prices · 5-hour plan +13%
- Direction: Low-poly · family abstract-kinetic
- three-check PASS · glb-lint PASS
Named parts · 13
- Exhaust plume
- Smoke mound
- Engine bell 1
- Jet 1
- Engine bell 2
- Jet 2
- Engine bell 3
- Jet 3
- Flame column
- Flame splash
- Smoke ring 1
- Smoke ring 2
- Smoke ring 3
Note: Size: the nozzle exit plane sits 12 m above the pad and the bell tops reach 13.1 m. The flame column is about 3.4 m wide under the bells and 6.8 m wide at its foot. The static smoke mound is about 13 m across, and the smoke rings reach about 20 m across at full spread. The origin is at the bottom centre on the column axis, the model rests on y = 0 and faces +Z. The engine bells mark where the rocket's engines sit, so place the model under a rocket with the bell tops at its engine plane, or delete the engine nodes if your rocket brings its own bells. Animation clip 'scene-motion' (6 s, seamless): each bell gimbals about 1° about its throat, and each jet flickers in length from its nozzle exit plane. The flame column flickers from its head, and the splash pulses about the column axis at 1.7 m. Three staggered smoke rings scale out from the ground centre, swell, then flatten into the ground. A ring jumps back to the centre only while it is flattened to 0.1% height, so the wrap cannot be seen. The smoke is rigid scaled puff rings, not a fluid simulation. The smoke mound (the base) never moves. Flame materials carry a small flat emissive lift of the same palette colour so they read self-lit without bloom. rocketDesign (the kit's 'Rocket design') picks the engine layout the plume belongs to: one large bell below 0.34, three bells to 0.67 (default), and a seven-bell cluster above. With one bell, the engine_2/3 and jet_2/3 parts do not exist. Params are baked into the GLB at their defaults and only change the geometry when the scene is rebuilt in the viewer. At the maximum settings (rocketDesign 1, 20 m, 12 m spread, 10 puffs) three-check passes at 8362 triangles. At the minimum settings everything passes except the planned engine_2/3 ids, which the single-bell layout does not have, by design. The GLB has 6488 triangles in 29 meshes. Every material is named exactly after a kit palette colour. Sky blue, mid grey and dark wood are not used. The exporter writes one material per mesh, so names repeat: recolour by name. glb-lint: 0 errors and 6 heuristic warnings, all expected. The material count and duplicates come from the per-part, per-colour meshes. The geometry is non-indexed on purpose so facets stay flat. The overlaps are jets nested in bells and puffs overlapping in the cloud. 'Detached' flags the flame-column bands, whose foot is buried in the smoke mound. The height warning compares against a 1 m reference. The verdict reads UNVERIFIED only because no requirements contract was supplied. plan-check rejects only the hyphenated library part ids, because its id regex allows no hyphen. The same plan with the slug de-hyphenated passes, and three-check verifies all 13 planned ids in the scene and after GLB reload.
About the Exhaust plume 3D model
Exhaust plume is a free animated low-poly 3D model from the Rocket Launch Site set. It measures 25 m × 13 m × 26 m (W × H × D) at real-world scale and is built from 6,488 triangles across 29 meshes, with 13 named parts and a baked animation (6.0 s). Download the 531 KB GLB and drop it into three.js, React Three Fiber, Godot or Blender — free for commercial use, no attribution required.
- Is the Exhaust plume 3D model free for commercial use?
- Yes. It is free under the 1DesignTool 3D library license: use it in personal and commercial work — games, apps, websites, renders, ads and client projects — and modify it as you like, with no credit required. What you can't do is re-sell or re-distribute the file on its own or inside a model pack.
- What file format is it, and how big is it?
- A single binary glTF 2.0 file (.glb), 531 KB: 6,488 triangles, 19,464 vertices and 29 materials, modelled in metres at 25 m × 13 m × 26 m.
- Is Exhaust plume animated?
- Yes — the GLB carries a baked animation (6.0 s), ready to play with any glTF animation mixer.
- Which engines and tools can open it?
- Anything that reads glTF 2.0. three.js, React Three Fiber, Babylon.js, Godot 4 and Blender import the GLB directly; Unity and Unreal Engine load it through their glTF importers. The snippets above show the exact code for three.js, React Three Fiber, Godot and Blender.
- How was the Exhaust plume 3D model made?
- Claude Code (Claude Opus 5.5) generated it inside 1DesignTool's 3D template from a written brief, then the design kit's checks verified the geometry and the GLB before it was published. You can make your own the same way with 1DesignTool.
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