Feather 3D

Browser-based 3D creation tool for building, lighting and rendering scenes without living inside a full DCC suite.

NOT REALLY · consider alternatives
price one-time pricingestimated build time a weekendreplaced by 0 people

3D authoring tools are the category where one-shot builds go to die. An agent will happily hand you a Three.js scene with a transform gizmo and an orbit camera in an afternoon, and it will feel great for about ten minutes. Then you want snapping, a real undo stack, material editing, HDRI lighting that does not blow out, UVs, glTF import that survives weird exporters, and a viewport that stays at 60fps with more than a dozen objects, and you are now writing a DCC app instead of using one. None of that is conceptually hard, all of it is thousands of small interaction decisions plus GPU tuning, and that is exactly what you are paying for here. Build the toy if you want a scene composer for one specific job, not if you want a 3D tool you enjoy opening.

Build verification: not recorded. How we judge buildability

What you give up

  • Actual modeling: you can arrange assets, you cannot make them
  • A trustworthy undo/redo history across every operation
  • Material and shader editing beyond a handful of sliders
  • Viewport performance work: shadows, culling, LOD, big scenes
  • Whatever asset library, templates or generation features ship with the paid product

Why people still pay

Because the alternative is Blender, and for a large group of people Blender is a cliff. A focused 3D tool that opens fast, gives you sensible defaults and gets a decent render out the other side is worth money precisely because someone else absorbed the tedium of making a viewport pleasant. A DIY composer is fine for a repeated, narrow task like laying out product shots from assets you already own. It is a bad trade if 3D is something you want to actually get better at.

Your build guide

The stack, security requirements, and agent rules for a focused replacement.

Before you start

  • Node and a browser with WebGL2
  • Your own glTF/GLB assets, nothing is generated for you
  • An HDRI file for environment lighting
01
Stack, no substitutions: Vite + TypeScript + vanilla Three.js (latest). No React, no framework. No backend, no accounts, no telemetry, no network calls at all.
02
Model source assets, editable projects, operations, and exported versions; keep stable source IDs and timestamps.
03
Interface for this 3D scene design workflow: a local web page with input, progress, review, and export views.
engineering roadmap

Implementation plan

1

Phase 1, architecture and data

Stack, no substitutions: Vite + TypeScript + vanilla Three.js (latest). No React, no framework. No backend, no accounts, no telemetry, no network calls at all. Model source assets, editable projects, operations, and exported versions; keep stable source IDs and timestamps.

2

Phase 2, implement

Left sidebar: scene outliner listing objects by name, click to select, double click to rename, visibility toggle per object.

3

Phase 3, implement

Right sidebar: numeric inputs for position, rotation (degrees) and scale of the selection, kept in sync with the gizmo in both directions.

4

Phase 4, review and output

Lighting panel: one directional light with intensity, color and a draggable azimuth/elevation, plus ambient intensity. Drag and drop an .hdr file to set the environment via RGBELoader and PMREMGenerator, with an exposure slider. Render button: renders the current view at a chosen resolution (up to 4x canvas size) and downloads a PNG. Also an Export glTF button using GLTFExporter.

5

Phase 5, recovery and acceptance

Save/load the scene as a JSON file: asset filenames plus transforms plus light settings. On load, re-prompt for any asset files it cannot find instead of failing silently. Verify this invariant with a saved fixture: Undo must restore the previous visual state; export dimensions and asset hash must match the saved project. State the practical limit: Actual modeling: you can arrange assets, you cannot make them.

the pro prompt
Build a local-only 3D scene composer as a web app. This is a personal tool, not a product.

Stack, no substitutions: Vite + TypeScript + vanilla Three.js (latest). No React, no framework. No backend, no accounts, no telemetry, no network calls at all.

What it does:
1. Full-window WebGL canvas with an orbit/pan/zoom camera (OrbitControls) and a grid helper.
2. Drag and drop .glb or .gltf files onto the canvas to add them to the scene. Use GLTFLoader and fit the camera to the new object's bounding box on first load.
3. Click an object to select it. Show TransformControls with keyboard shortcuts: W translate, E rotate, R scale, X toggle world/local space, Delete removes the selection.
4. Left sidebar: scene outliner listing objects by name, click to select, double click to rename, visibility toggle per object.
5. Right sidebar: numeric inputs for position, rotation (degrees) and scale of the selection, kept in sync with the gizmo in both directions.
6. Lighting panel: one directional light with intensity, color and a draggable azimuth/elevation, plus ambient intensity. Drag and drop an .hdr file to set the environment via RGBELoader and PMREMGenerator, with an exposure slider.
7. Shadows: soft shadow map from the directional light, plus a toggleable ground plane that receives shadows only.
8. Undo/redo (Ctrl+Z / Ctrl+Shift+Z) for add, delete, transform and rename. Implement it as a plain command stack, do not try to diff the whole scene graph.
9. Save/load the scene as a JSON file: asset filenames plus transforms plus light settings. On load, re-prompt for any asset files it cannot find instead of failing silently.
10. Render button: renders the current view at a chosen resolution (up to 4x canvas size) and downloads a PNG. Also an Export glTF button using GLTFExporter.

Explicitly out of scope, do not build these: mesh editing or sculpting, UV tools, material/shader authoring beyond base color and roughness sliders, animation, physics, any AI generation, any multi-user or cloud sync.

Deliver: working dev server on npm run dev, a README with the shortcut list, and no .env because there are no secrets. Keep it to a handful of files with a clear scene-state module; do not invent an architecture.

$ open in your agent (prompt prefilled, you press enter), copy the prompt or copy AGENTS.md · generated from this app's build plan

prior art · use these instead of building, if you'd rather

No prior-art project is listed yet. Compare the scoped build with the paid product before choosing.

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Questions about Feather 3D

Can you build your own Feather 3D with AI?

A full replacement is not the recommended project. 3D authoring tools are the category where one-shot builds go to die. An agent will happily hand you a Three.js scene with a transform gizmo and an orbit camera in an afternoon, and it will feel great for about ten minutes. Then you want snapping, a real undo stack, material editing, HDRI lighting that does not blow out, UVs, glTF import that survives weird exporters, and a viewport that stays at 60fps with more than a dozen objects, and you are now writing a DCC app instead of using one. None of that is conceptually hard, all of it is thousands of small interaction decisions plus GPU tuning, and that is exactly what you are paying for here. Build the toy if you want a scene composer for one specific job, not if you want a 3D tool you enjoy opening.

What does the Feather 3D build prompt cover?

The prompt starts with this scope: A local Three.js scene composer: drop in glTF assets, move and rotate them with a gizmo, tweak lights and environment, then export the scene or a PNG render. Full-product capabilities excluded from the comparison include: Actual modeling: you can arrange assets, you cannot make them; A trustworthy undo/redo history across every operation; Material and shader editing beyond a handful of sliders. Follow the implementation plan and its prerequisites before expanding the build.

How do I use the prompt, AGENTS.md and agent skills?

Start with the Feather 3D prerequisites and stack, then copy the prompt into your coding agent. Save the project rules as AGENTS.md in the project root. Linked skills are optional packages or source instructions for specific tasks; review their current contents and install only those matching the chosen stack. A skill does not supply API credentials or verify the finished app.

How long will this Feather 3D project take?

The catalogue estimate is a weekend for the limited scope. Setup, integration approvals, debugging, deployment and ongoing maintenance can add time. This is an estimate, not a delivery guarantee.

What would I give up by replacing Feather 3D?

Actual modeling: you can arrange assets, you cannot make them; A trustworthy undo/redo history across every operation; Material and shader editing beyond a handful of sliders; Viewport performance work: shadows, culling, LOD, big scenes; Whatever asset library, templates or generation features ship with the paid product. Because the alternative is Blender, and for a large group of people Blender is a cliff. A focused 3D tool that opens fast, gives you sensible defaults and gets a decent render out the other side is worth money precisely because someone else absorbed the tedium of making a viewport pleasant. A DIY composer is fine for a repeated, narrow task like laying out product shots from assets you already own. It is a bad trade if 3D is something you want to actually get better at.

What can I use instead of building Feather 3D?

No alternative is listed in this entry yet. That is a gap in this catalogue, not proof that no suitable product exists. Compare the paid product and the proposed scope before committing to a build.

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