Urban
Traffic
Streams of head and tail lights moving along a road path at night, lanes running both ways, as instanced glowing sprites — with small low-poly cars under them when showCars is on (day and night). Use for living streets in a city scene.
Settings and defaults
path
- Curve
- 0.5
- Lanes
- 2
- Lane width
- 3.5
flow
- Density
- 1.5
- Speed
- 45
- Spacing jitter
- 0.5
- Cars
- Off
- Seed
- 4
look
- Head lights
- #fff2d6
- Tail lights
- #ff2a1a
- Brightness
- 1
- Size
- 1
- Lighting
- Auto
Code and API
Ready-to-paste React Three Fiber code and the 3DRise API are included in paid plans, inside the studio.
More urban
Junction
A road intersection, cross, T or roundabout, with rounded kerb corners, lane markings, stop lines and zebra crossings on each arm, cycling traffic signals and a street lamp on each corner that lights the crossing at night; roads of the same width end at its arms. Use for where the streets of a city block meet.
Parking Lot
A surface car park: marked bays around aisles on asphalt from the texture library, a kerb, tall lamps that light it at night and a crowd of low-poly parked cars at a set occupancy, all instanced. Use for the ground around offices, malls and stations in a city scene.
Road
A street along a polyline: lanes with dashed or solid markings, zebra crossings, kerbed sidewalks and street lamps at a spacing, all from the texture library; lamps light the asphalt at night. Use for the streets of a city block.
Street Furniture
One piece of street furniture by kind: a street lamp with an emissive head that lights nearby roads and facades at night, a slatted bench, a bollard or a bus shelter with a lit panel. Use for the pavements and plazas of a city scene.
City Block
A grid of parametric buildings on a paved or lawn plot, with its own small lit streets through the middle (a cross or one way), drawn from a city mix (downtown, residential, old town, industrial, suburb) or the block's own knobs with jittered footprints, heights, facades and tints, as one instanced mesh with emissive windows at night. Use for filling a city around a hero model in a few clicks.
Building
A parametric building: nine footprints (box, L, U, courtyard, stepped, slab, podium tower, twin towers, cylinder), eight shader facades (curtain wall, punched, ribbon, brick, balconies, concrete panel, glass fins, industrial) and nine roofs (flat to pitched, hip, mansard, helipad, crown, green), with emissive rooms at night. Use for city context around a hero model.
Works well with
Aurora Ribbon Trail
An aurora cursor: a ribbon of northern lights trails the mouse, flowing green, cyan and magenta. For night, nature, winter and dreamy scenes.
CursorBlack Onyx
A glossy, near-black stone with only a hint of translucency, for dark, dramatic luxury and editorial scenes.
CrystalBlack Volcanic
Black volcanic sand material: near-black basalt grains that glitter hard in low, raking light. For dramatic, high-contrast 3D scenes.
SandBloom
Bloom post-processing: the brightest parts of a 3D scene glow and spill light, so neon, sparks and emissive materials read as light.
Post-processing effectDying Ember
Dim charred coals, mostly cooled — heat only shows where the crust fractures
LavaEbony
Near-black ebony with a smooth, reflective finish. For luxury objects, piano-style details and dark premium product scenes.
Wood