Thủy điện Hòa Bình & Hồ Hòa Bình
Tabletop diorama of the Hòa Bình hydropower dam on the Đà River: a rock-fill embankment with its diagonal concrete berm lattice, a gated spillway throwing white bottom-outlet jets into a stilling basin, the calm Hồ Hòa Bình reservoir upstream, and the downstream town, bridge, powerhouse and switchyard.

Left rail: colours and the 5 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
- 129,522
- Vertices
- 171,466
- Meshes · materials
- 149 · 15
- Size (W × H × D)
- 2.4 m × 66 cm × 2.0 m
- File
- GLB · 7.0 MB
- Animation
- scene-motion · 6.0s
- Style
- Product
- Collection
- Landmarks
Palette · named materials
- slate#454b54
- slateTrim#5c636e
- terrain#ffffff
- lakeWater#2e8ca0
- riverWater#2b9cb0
- foam#eef5f4
- rockfill#4a4c50
- concrete#b9b5a9
- gateSteel#3c4753
- galvanized#9099a1
- asphalt#35383c
- vegetation#ffffff
- stone#ffffff
- town#ffffff
- transformer#3d7168
Use it
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const gltf = await new GLTFLoader().loadAsync(
"https://assets.stoicsoft.com/1designtool/3d/models/thuy-dien-hoa-binh/1d9f5bde09/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:
The Hòa Bình hydropower dam and reservoir on the Đà River as a diorama. A huge rock-fill embankment dam (about 128 m high, 734 m long) closing a river gorge between green mountains; beside it the concrete spillway structure with a row of radial gates and bottom outlets throwing arcing white jets of water into the river below; intake towers at the reservoir edge; upstream the wide calm reservoir lake with forested islands; downstream the river continuing past a small town. Loop (6 s): the spillway jets arc and foam continuously. Make it a polished, elegant model in the stylised-PBR direction: clean proportions, smooth curvature, soft bevels on every edge, crisp silhouettes and a restrained palette of named materials (name each material for what it is, e.g. "limestone", "red lacquer", "glazed roof tile", "sea water"); every material in the exported GLB must carry that name — set `material.name` on each one, because an unnamed material fails review. It must be recognisable at a glance as the real place. No text, lettering, logos or signage anywhere. Reference photos of the real place are in `reference/` (ref1.jpg, ref2.jpg): open and study them before planning if you can view images, and compare your hero capture with them before delivering. Natural sites and large complexes are presented as a tabletop diorama on a clean rounded plinth with slate-grey sides; state the real-world scale and the diorama scale in meta.notes. Hard requirement: the exported GLB must contain AT LEAST 100,000 triangles (target 120,000–200,000) — measure it before delivering. Spend the budget on real modelled detail (roof tiles, carvings, railings, mouldings, rock strata, foliage clusters, water surface, boats), never on invisible subdivision. Keep the GLB under 20 MB: index all geometry, instance repeated parts, no image textures.
- Agent: Devin · SWE-2 Max in 1DesignTool
- Direction: Product · family scenes
- three-check PASS · glb-lint PASS
Named parts · 17
- Slate plinth
- Valley terrain
- Forest canopy
- Hồ Hòa Bình
- Đà river downstream
- Rock-fill dam
- Downstream berm grid
- Crest road and parapets
- Powerhouse hall
- Concrete spillway
- Radial gates and piers
- Outlet jets and foam
- Intake structure
- Switchyard and pylons
- Downstream town
- Riprap and boulders
- Lake boats
Note: The real Hòa Bình dam is ~128 m high and ~734 m long; the diorama compresses the whole gorge to roughly 1:1000, so the embankment spans ~0.73 m of the 2.3 m slate plinth and the model stands ~0.66 m tall at its back peaks. The 6 s loop animates the bottom-outlet jets (surging swept tubes), foam blobs travelling each arc and pulsing impact mounds in the stilling basin; 'jetCount' (1-6) sets how many outlets discharge and 'flowRate' scales surge speed, while 'reservoirLevel' raises/lowers the lake surface and 'treeDensity'/'seed' re-scatter the forest. Terrain, forest, masonry and limestone use vertex colours, so their base hex is white — the tint lives in the geometry. glb-lint reported 0 errors (125,106 tris, 15 named materials, 1 clip, 0 textures); its remaining warnings are advisory only — the deliberate 100-200k showpiece budget exceeds the direction's default 80k cap, and flagged overlaps are intentional nesting such as water surfaces sitting inside carved terrain.
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Free under the 1DesignTool 3D library license. Model #13 of 218.