Generate 3D objects and scenes

3D object builds a model or a scene — real geometry you can orbit, inspect and edit in the scene editor. It's the template for three-dimensional work: a product object, a scene for a site, a parametric form.

What a 3D run builds

Brief it like a modeling brief — "a ceramic vase, lathe-turned, matte" — and the agent builds the geometry and the scene. The result opens in the orbit viewport: drag to orbit, zoom in, view from every angle. Under the viewport sits the scene editor — the outliner, the transform controls, the material and parameter panels the object exposes.

demos/lathed-vase/index.html Open full

3D object · Devin · subagent · gate PASS · 2 sizes

Lathed Vase — A stoneware vase with a real rim and an inner wall you can see into — cream glaze, product-shot camera.

▸ the prompt that made it

“Model a 3D object: a stoneware vase, about 24 cm tall, with a narrow neck and a visible interior when viewed from slightly above. Cream glaze. Product-shot camera. Show me a side view and a view into the opening.”

Procedural and native

The object builds two ways, depending on what's available:

  • Procedural — geometry described in scene.design.json: parameters (height, radius, rings, hue, spin) the scene editor exposes as sliders
  • Native — a Blender-backed build for heavier authoring, when Blender is installed on the machine (see Blender)

The authoring backend shows on the scene status bar — "procedural + native" or "procedural" alone. Procedural work is always available; native adds the Blender recipes for heavier modeling.

The scene editor

Scene editor opens the editor over the preview: the outliner lists the parts, the viewport shows the object, and the panels expose the parameters — height, radius, rings, hue, spin — plus the material slots the object uses. Edits preview live; committing writes scene.design.json as one undoable step.

The scene editor — outliner, viewport, transform and material panels

This is where 3D work actually happens: create a scene, add primitives (box, sphere, and the rest), move and shape them, assign materials — the editor is the tool, the agent's result is the starting object.

Steering a 3D scene

3D steering is still steering, plus the editor:

  • Scene editor — direct edits to parameters, parts and materials
  • ⌥-click / follow-ups — ask the agent to reshape a part or relight a scene
  • Versions — keep one shape while exploring another
  • Tweaks — the sliders the object exposes for fast parameter play

What it's good at

  • Product objects — a vase, a device, a package, shown from every angle
  • Scene elements — a hero object for a landing page, a background form
  • Parametric forms — geometry you shape by parameters, not vertices
  • Concept passes — the form before it gets real modeling time
demos/desk-robot/index.html Open full

3D object · Devin · subagent · gate PASS · 24 checks

Milo, the desk robot — A wave with a rest, an anticipation, a peak, a settle — deterministic to the pixel, GLB included.

▸ the prompt that made it

“Model a small desk robot that waves. Squat body, big head, one eye band, three-finger hand on the waving arm. It should wave hello — rest, anticipation, raised peak, settle — on a short loop. Keep the raised hand in frame on a phone-sized viewport.”

Exporting

3D exports the scene and the model — the geometry and view for embedding or handoff — and PNG renders of the object at angles you set. The scene files stay in the project for the next edit or version.

Tip: Procedural scenes are the fast path — the parameters in scene.design.json are the tweaks panel, so "more rings, tighter spin" is a slider, not a remodel. Reach for Blender when the shape gets heavier than parameters carry.