100 County Road 1, Anytown, FL.
100 County Road 1, Anytown, FL.
Drag to pan, wheel or pinch to zoom. Click a building for its details; zoom into S01 to move, turn, add or remove its equipment.
Custom
Illustrative massing of the whole property for planning. It is not a survey and nothing here is a measurement to build from.
Units are feet everywhere: model units, heights, speeds. X is east and Y is north in a local site frame with an arbitrary origin; the model is not georeferenced. Z is elevation in feet.
This is a representative site. The terrain, greenhouses, roads, fence, parcel and every tree and shrub are synthetic, laid out by rule around the lab building, and the ground imagery is painted from that layout; nothing is traced from a real property. Close-up ground detail is photo-scanned lawn, sand and lime-rock texture chosen per spot from the painted ground.
Trees and shrubs are placed by rule from a fixed seed, not surveyed. Roads and lane paint are a standard pattern. Tree forms, grass and close-up ground texture are illustrative: branches are grown by rule to each tree's height and crown width, and the leaves, bark, grass and ground detail are real photos and photo-scanned models (Poly Haven, ambientCG, Wikimedia Commons; the leaf clusters are sand live oak standing in for live oaks), arranged by rule, not surveyed plants. Sky light is a Poly Haven noon sky.
The planting inside the greenhouses is an illustrative production layout (fabric pots in 5 ft beds, 3 ft aisles, cross aisles about every 100 ft; some houses in veg, most in flower), not what the houses hold today; the plants are built from photo cut-outs of real cannabis (Future4200.com, used with the owner's permission, and Wikimedia Commons), arranged by rule. The supplemental grow lights over the beds are illustrative too: fixture type, spacing and hang height are not a lighting design. Turn the greenhouse roofs off to see the rows from above, and the grow lights off to hide the fixtures. Every greenhouse has an open door in the middle of each end wall: in Walk mode, walk through it to get inside.
Keys: 1 2 3 switch mode, WASD move, Q/E down/up (fly), Shift fast, R reset, G GMP flow on the S01 lab floor, Z floor zones (each area's floor in its function's colour, its name painted on it), Esc releases the mouse, and the next Esc goes back to the plan (so does P). In or near the Process Building, E or Edit equipment lets you drag the lab equipment around, turn it (R), add it from a library and delete it. Click or tap a structure for its details; I or Go inside on its card puts you inside it in Walk mode and stops drawing the rest of the site, X or Exit building brings it back. The strip at the bottom shows the controls of the current mode; its x hides it.
three.js r186 (MIT), served with the page.