Nemotron 3.5 Super VL (free)
by NVIDIAReasoningClean
Running live in a sandboxed frame. Click inside it before using the keyboard.
How it went
- Total time
- 28.5 s
- Cost
- $0
- Output tokens
- 3,682
- Spent thinking
- 0 tokens
- Speed
- 131.9 tok/s
- Console errors
- 0
- First token after
- 541 ms
- First visible text after
- 541 ms
- Prompt tokens
- 584
- Code size
- 13.3 KB
- Finish reason
- stop
- Served by
- Nvidia
- Model id
nvidia/nemotron-3.5-super-vl:free- Reasoning sent
{"effort":"none"}- Max output
- 32,000 tokens
- Generated
- Nov 9, 2026
What it was asked
The prompt
Build a low-poly 3D scene of a campfire in a forest clearing at night, with Three.js in a single HTML file. Load Three.js only through this import map (do not use any other URL or version): <script type="importmap">{"imports":{"three":"https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js","three/addons/":"https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"}}</script> Requirements: - A ground with a few low-poly rocks and logs around a campfire in the center. - At least 30 low-poly trees placed randomly around the clearing (not on the fire). - The campfire has animated flames and a warm point light that flickers and casts shadows. - Sparks rising from the fire as a simple particle system. - A dark night sky with stars and a moon, plus fog that fades the distant trees. - OrbitControls to look around, with limits so the camera stays above the ground. - The renderer fills the window and handles resizing correctly.
System prompt, sent with every prompt
You are generating a self-contained web demo. It will be rendered automatically in a sandboxed iframe and compared side by side with the output of other AI models given the exact same task. Output rules: - Reply with exactly ONE fenced code block containing the complete file: ```html (or ```svg when the task asks for an SVG). No text before or after the code block. - Everything must be inline: CSS in <style>, JavaScript in <script>. No external files, images, fonts or network requests, except the CDN URLs explicitly allowed by the task. - Do not use localStorage, sessionStorage, cookies, IndexedDB, alert(), confirm(), prompt() or window.open(): they are blocked in the sandbox and will throw. - The page must look right in a 1280×800 viewport and adapt gracefully down to 375px wide. No horizontal scrollbar. - Something meaningful must be visible on first paint: a screenshot is taken automatically about 3 seconds after load, without any interaction. - Everything that makes the demo interesting must be visible within the first seconds: nothing hidden behind a high score, a later level or a long play session. - Games must start in a self-playing demo mode (a simple AI plays) behind a "Click or press a key to start" message, so the game can be judged in action without playing. - The iframe only receives keyboard events after the user clicks it: if the demo uses the keyboard, display a clear "Click or press a key to start" message. - The code must run with zero errors in the console of the latest Chrome.
Code run-1.html · 336 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Low Poly Campfire</title>
<style>
body { margin: 0; overflow: hidden; background-color: #020205; }
canvas { display: block; }
#ui {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
color: white;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
text-align: center;
pointer-events: none;
z-index: 10;
}
#ui h1 { margin: 0; font-size: 2rem; text-shadow: 0 0 10px #ff4500; }
#ui p { margin-top: 10px; opacity: 0.8; font-size: 1rem; }
</style>
<script type="importmap">
{"imports":{"three":"https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js","three/addons/":"https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"}}
</script>
</head>
<body>
<div id="ui">
<h1>CAMPFIRE NIGHT</h1>
<p>Click or press a key to start / interact</p>
</div>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// --- Setup ---
const scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x020205, 0.015);
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 5, 10);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.minDistance = 3;
controls.maxDistance = 25;
controls.minPolarAngle = 0.1; // prevent going under ground
controls.maxPolarAngle = Math.PI / 2 - 0.1; // prevent going too high looking down
// --- Lights ---
const ambientLight = new THREE.AmbientLight(0x404040, 0.5); // Soft white light
scene.add(ambientLight);
const moonLight = new THREE.DirectionalLight(0xffffff, 0.6);
moonLight.position.set(10, 20, 10);
moonLight.castShadow = true;
moonLight.shadow.mapSize.width = 2048;
moonLight.shadow.mapSize.height = 2048;
moonLight.shadow.camera.near = 0.5;
moonLight.shadow.camera.far = 50;
moonLight.shadow.camera.left = -20;
moonLight.shadow.camera.right = 20;
moonLight.shadow.camera.top = 20;
moonLight.shadow.camera.bottom = -20;
scene.add(moonLight);
// Campfire light
const fireLight = new THREE.PointLight(0xffaa00, 2, 15);
fireLight.position.set(0, 1, 0);
fireLight.castShadow = false;
scene.add(fireLight);
// --- Ground ---
const groundGeo = new THREE.PlaneGeometry(100, 100, 32, 32);
// Slightly bumpy ground
const posAttr = groundGeo.attributes.position;
for(let i=0; i<posAttr.count; i++) {
const y = posAttr.getY(i);
posAttr.setY(i, y + (Math.random() - 0.5) * 0.2);
}
groundGeo.computeVertexNormals();
const groundMat = new THREE.MeshStandardMaterial({ color: 0x223311, roughness: 0.8 });
const ground = new THREE.Mesh(groundGeo, groundMat);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
// --- Sky, Moon, Stars ---
// Sky gradient via fog is used, but we add a moon
const moonGeo = new THREE.SphereGeometry(1, 16, 16);
const moonMat = new THREE.MeshBasicMaterial({ color: 0xeeeeee });
const moon = new THREE.Mesh(moonGeo, moonMat);
moon.position.set(15, 15, -10);
scene.add(moon);
// Stars
const starGeo = new THREE.BufferGeometry();
const starCoords = [];
for(let i=0; i<200; i++) {
starCoords.push((Math.random()-0.5)*100, Math.random()*30 + 5, (Math.random()-0.5)*100);
}
starGeo.setAttribute('position', new THREE.Float32BufferAttribute(starCoords, 3));
const starMat = new THREE.PointsMaterial({ color: 0xffffff, size: 0.1, transparent: true, opacity: 0.8 });
const stars = new THREE.Points(starGeo, starMat);
scene.add(stars);
// --- Low Poly Tree Generator ---
function createTree() {
const group = new THREE.Group();
// Trunk
const trunkHeight = Math.random() * 2 + 3;
const trunkGeo = new THREE.CylinderGeometry(0.2, 0.4, trunkHeight, 4);
const trunkMat = new THREE.MeshStandardMaterial({ color: 0x3e2723 });
const trunk = new THREE.Mesh(trunkGeo, trunkMat);
trunk.position.y = trunkHeight / 2;
trunk.castShadow = true;
trunk.receiveShadow = true;
group.add(trunk);
// Leaves (low poly cone)
const leafCount = Math.floor(Math.random() * 3) + 2;
const leafMat = new THREE.MeshStandardMaterial({ color: 0x1b5e20 });
for(let i=0; i<leafCount; i++) {
const size = Math.random() * 1.5 + 1;
const leafGeo = new THREE.ConeGeometry(size, size * 1.5, 4);
const leaf = new THREE.Mesh(leafGeo, leafMat);
leaf.position.y = trunkHeight + (i * size * 0.6) + size;
leaf.castShadow = true;
group.add(leaf);
}
return group;
}
const trees = [];
for(let i=0; i<35; i++) {
const tree = createTree();
// Random position in a ring, avoiding center fire
const angle = Math.random() * Math.PI * 2;
const radius = Math.random() * 25 + 12;
tree.position.set(Math.cos(angle) * radius, 0, Math.sin(angle) * radius);
tree.rotation.y = Math.random() * Math.PI;
tree.traverse(child => {
if(child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
scene.add(tree);
trees.push(tree);
}
// --- Rocks and Logs ---
function createRock() {
const size = Math.random() * 1 + 0.5;
const geo = new THREE.DodecahedronGeometry(size, 0);
// distort vertices for low poly look
const pos = geo.attributes.position;
for(let i=0; i<pos.count; i++) {
pos.setXYZ(i,
pos.getX(i) + (Math.random()-0.5)*size*0.3,
pos.getY(i) + (Math.random()-0.5)*size*0.3,
pos.getZ(i) + (Math.random()-0.5)*size*0.3
);
}
geo.computeVertexNormals();
const mat = new THREE.MeshStandardMaterial({ color: 0x444444, roughness: 0.9 });
const rock = new THREE.Mesh(geo, mat);
rock.castShadow = true;
rock.receiveShadow = true;
return rock;
}
function createLog() {
const len = Math.random() * 2 + 1;
const geo = new THREE.CylinderGeometry(0.2, 0.3, len, 6);
geo.rotateZ(Math.PI / 2);
const mat = new THREE.MeshStandardMaterial({ color: 0x5d4037 });
const log = new THREE.Mesh(geo, mat);
log.castShadow = true;
log.receiveShadow = true;
return log;
}
const decorations = [];
for(let i=0; i<15; i++) {
const angle = Math.random() * Math.PI * 2;
const radius = Math.random() * 8 + 4;
const obj = Math.random() > 0.5 ? createRock() : createLog();
obj.position.set(Math.cos(angle) * radius, 0, Math.sin(angle) * radius);
obj.rotation.y = Math.random() * Math.PI;
if(obj.isMesh && obj.geometry.type === 'CylinderGeometry') obj.rotation.x = Math.random() * Math.PI;
scene.add(obj);
decorations.push(obj);
}
// --- Campfire ---
const fireGroup = new THREE.Group();
scene.add(fireGroup);
// Logs at base of fire
const fireLogs = [];
for(let i=0; i<3; i++) {
const log = createLog();
log.scale.set(0.5, 1, 0.5);
log.position.set((Math.random()-0.5)*1, 0.2, (Math.random()-0.5)*1);
log.rotation.x = Math.random() * 0.5;
log.rotation.z = Math.random() * 0.5;
fireGroup.add(log);
fireLogs.push(log);
}
// Flames (animated cones)
const flames = [];
const flameCount = 5;
for(let i=0; i<flameCount; i++) {
const h = Math.random() * 1 + 0.5;
const geo = new THREE.ConeGeometry(0.4, h, 4);
geo.translate(0, h/2, 0);
const mat = new THREE.MeshBasicMaterial({ color: 0xff4500, transparent: true, opacity: 0.8 });
const flame = new THREE.Mesh(geo, mat);
flame.position.set((Math.random()-0.5)*0.6, h/2 + 0.2, (Math.random()-0.5)*0.6);
fireGroup.add(flame);
flames.push({ mesh: flame, baseH: h, baseY: flame.position.y, speed: Math.random() + 0.5 });
}
// Inner glow
const innerGlowGeo = new THREE.SphereGeometry(0.3, 8, 8);
const innerGlowMat = new THREE.MeshBasicMaterial({ color: 0xffaa00, transparent: true, opacity: 0.6 });
const innerGlow = new THREE.Mesh(innerGlowGeo, innerGlowMat);
innerGlow.position.y = 0.5;
fireGroup.add(innerGlow);
// --- Sparks Particle System ---
const sparkCount = 40;
const sparkGeo = new THREE.BufferGeometry();
const sparkPositions = new Float32Array(sparkCount * 3);
const sparkVelocities = [];
const sparkLife = [];
for(let i=0; i<sparkCount; i++) {
sparkVelocities.push((Math.random()-0.5)*0.02, Math.random()*0.02 + 0.02, (Math.random()-0.5)*0.02);
sparkLife.push(Math.random());
}
sparkGeo.setAttribute('position', new THREE.Float32BufferAttribute(sparkPositions, 3));
const sparkMat = new THREE.PointsMaterial({ color: 0xffaa00, size: 0.05, transparent: true, opacity: 0.8 });
const sparks = new THREE.Points(sparkGeo, sparkMat);
fireGroup.add(sparks);
// --- Interaction ---
const ui = document.getElementById('ui');
let started = false;
function start() {
if(started) return;
started = true;
ui.style.opacity = '0';
ui.style.pointerEvents = 'none';
setTimeout(() => ui.remove(), 1000);
}
window.addEventListener('click', start);
window.addEventListener('keydown', start);
// --- Animation Loop ---
const clock = new THREE.Clock();
function animate() {
requestAnimationFrame(animate);
const time = clock.getElapsedTime();
const delta = clock.getDelta();
controls.update();
// Flicker fire light
fireLight.intensity = 1.5 + Math.sin(time * 10) * 0.5 + Math.random() * 0.5;
fireLight.color.setHSL(0.1, 1, 0.5 + Math.random() * 0.2);
// Animate flames
flames.forEach(f => {
const scale = 1 + Math.sin(time * f.speed) * 0.1;
f.mesh.scale.set(scale, scale, scale);
f.mesh.position.y = f.baseY + Math.sin(time * 2 + f.speed) * 0.1;
f.mesh.rotation.y = time * 0.5;
});
// Inner glow pulse
innerGlow.scale.setScalar(1 + Math.sin(time * 5) * 0.1);
innerGlow.material.opacity = 0.5 + Math.sin(time * 5) * 0.2;
// Animate sparks
const positions = sparks.geometry.attributes.position;
for(let i=0; i<sparkCount; i++) {
sparkLife[i] -= delta * 0.5;
if(sparkLife[i] <= 0) {
sparkLife[i] = 1;
sparkPositions[i*3] = (Math.random()-0.5)*0.5;
sparkPositions[i*3+1] = 0.2;
sparkPositions[i*3+2] = (Math.random()-0.5)*0.5;
sparkVelocities[i*3] = (Math.random()-0.5)*0.02;
sparkVelocities[i*3+1] = Math.random()*0.03 + 0.02;
sparkVelocities[i*3+2] = (Math.random()-0.5)*0.02;
} else {
sparkPositions[i*3] += sparkVelocities[i*3];
sparkPositions[i*3+1] += sparkVelocities[i*3+1];
sparkPositions[i*3+2] += sparkVelocities[i*3+2];
sparkVelocities[i*3+1] -= 0.005; // gravity
}
}
positions.needsUpdate = true;
renderer.render(scene, camera);
}
// Handle resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
animate();
</script>
</body>
</html>