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Blue Marble

A turning blue planet with continents, swirling clouds, a glowing rim and the lights of night cities. Loops perfectly.

3D object, V2 Objects3DSeamless loop, verified196 lines of codev1.0.0

In Space & cosmos, Craft & heritage

Next: AstrolabeSurprise me

Blue Marble preview
Starting live preview…
00:00:00:00 / 00:00:00:01

Live, running the real source at reduced resolution.

Your current settings go with it. Combine several clips and hand them over together from your sequence.

Effect controls

Presets

5
0.5

How much of the surface is sea.

1
1
40

Degrees from the camera's side.

The preview runs the same code your AI receives. These settings travel with the hand-off.

Info

What it is

An Earth-like planet seen from space: invented continents and oceans drawn from seeded noise, with forests, deserts, mountains and ice caps coloured by height and latitude; a shell of swirling cloud that slides over the land; a blue haze of atmosphere along the rim; the sun low to one side so there is a day side, a terminator and a night side glittering with the lights of cities; and a field of stars. Choose an earthlike or a desert world, the seed, how much of it is ocean, the clouds, the atmosphere, where the sun is and whether the camera pushes in.

Reuse it in your own idea

  • Climate or science title: Earthlike, evening terminator.
  • Sci-fi opener: Desert world.
  • Global network backdrop: Water world.

Which part is reusable

src/blue-marble.js is the ingredient your AI reuses. demo.js is only the example scene around it, and uses the demo harness only for the demo.

Good to know

  • The world is invented, not real geography; there is no relief shading or normal map, so mountains read by colour only.
  • No moon and no city lights on the day side.

Technical details

Technical details
Implementation
Three.js 0.185.1 (WebGL) · ES module src/blue-marble.js
Exports
  • createBluePlanet({ kind?, seed?, ocean?, clouds?, atmosphere?, sunAngle? }) => { group, sunDirection, setProgress(progress), dispose() }
Dependencies (exact)
  • three@0.185.1 (source) — Renderer, geometry and shader materials.
  • apw-runtime@1.0.0 (demo) — Demo harness.
How it fits a scene

Coordinates: The planet (radius 2) is at the origin with the sun in direction (sin a, 0.18, cos a); the camera looks at it from z ≈ 9.5.

Lighting: Self-lit by shaders: Lambert day side, an ocean sun glint, night-side city lights, a cloud shell lit by the same sun and an additive Fresnel atmosphere that is brighter on the sun side.

Timing: setProgress(progress) sets the two spins; frames render in any order.

Output
1080×1080, 30 fps, 16 s · procedural (computed from the frame number) · seamless loop — The planet turns once and the cloud shell twice per loop, and the camera push-in is a cosine of the loop, so the last frame meets the first.
Tested
Rendered 480 frames on 2026-10-06 in Chrome 154.0.8037.97 headless on Linux 7.0.0-38-generic (x64), Node 22.14.0 (WebGL 2 via SwiftShader (software)). Same frame twice from fresh pages: identical. Loop: Frame 0 vs end state (progress 1): mean |Δ| 0.0000, max |Δ| 0 of 255.
Performance
Three spheres with small shaders, 1600 stars and two 1024 × 512 maps drawn once at start (about a second of CPU). A couple of milliseconds a frame on an integrated Intel GPU. Software WebGL renders in under a second a frame.
Export a video yourself
Download the source, then in the folder: npm install npm run render -- blue-marble/1.0.0 --out my-video.mp4Needs Node 18+, ffmpeg and Chrome/Chromium. Add --params my-settings.json (from Copy settings) for your own settings.
Version
1.0.0 · sha256:a6b1dbf49705db55…
Files
License
MIT. Copyright (c) 2026 AI Pixel Wizard. Released under the MIT License. See LICENSE in this folder. License details
Provenance
Adapted from the owner's threejs-sketches/space-cosmic/blue-marble (MIT) and rebuilt for AI Pixel Wizard in October 2026 as an original object: seam-free seeded continents and swirled clouds baked from 3D noise, a day/terminator/night shader with ocean glint and city lights, a Fresnel atmosphere and whole-turn motion for an exact loop.
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