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Code-Only Ultra-Detailed 3D World from Reference Images (Opus 5.5 + three.js)

An agentic coding brief that has Claude build a massive, zero-asset three.js world matched ~99.9% to your reference images — every mesh, texture and shader generated in code — then render approved stills and a cinematic ~1-minute 4K showcase video. Shared by @LexnLin, who used it with Opus 5.5 to build an ancient Greek world.

Works with any modelVideo templateRevision 2

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Code-only 3D framework the agent builds in.

How many reference images you attach.

Your machine's GPU, so the agent sizes realtime vs offline rendering.

Final render spec.

Approximate showcase length.

Your prompt

Build me a massive, ultra-detailed 3D world in based on . Rules: - Zero external assets. Every mesh, texture, shader and effect has to be generated in code. - Match the references as closely as possible (aim for 99.9%): composition, scale, materials and especially the colors. Cinematic and realistic, not oversaturated, but also not grey or washed out. Iterate on this(!!!) Until you have something very close -- 99.9% close - Detail everywhere. Nothing should look copy-pasted or simple. Every building, tree, rock and waterfall gets care, and the world has to read as ultra detailed even from far away. - Waterfalls and water have to look realistic. - My GPU is weak (), so keep it efficient and get the quality from offline rendering instead. - Work only inside this project folder. Process: - Iterate for as long as it takes (hours or days). Don't stop before it matches the references. - Render the matching shots as stills and show them to me first. Don't render the video before I approve. - After I approve: render a cinematic showcase video in with slow camera moves through the different scenes, no text on screen, impressive from the very first frame, and free cinematic background music from the web (credit the artist).

Click a highlighted part to change it.

When to use it

Use when you have a set of concept/reference images and want a coding agent (Claude Code, Opus 5.5) to iterate for hours on a procedural three.js scene and deliver an offline-rendered cinematic flythrough.

How to get the best result

  • Attach the reference images first; the brief relies on them for composition, scale, materials and colour.
  • Keep the 'Zero external assets' and 'Work only inside this project folder' rules — they keep the agent procedural and sandboxed.
  • Keep the stills-first approval step so you can correct the look before the expensive video render.

Watch-outs

  • Long agent runs burn a lot of tokens; the author reports ~16h of work and heavy usage of a Max-plan weekly limit.
  • Frame-by-frame 4K offline rendering on an integrated GPU can take a day or more; lower video_spec for faster tests.
  • The author notes this is a polished version of the prompt he actually ran, not a 1:1 copy.

Source and attribution

Example cases by
Leon Lin

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