Procedural crystal garden. No assets loaded.
Every vertex computed from code.
// Crystal geometry from parametric equations function createCrystal(h, facets, taper) { const geo = new THREE.ConeGeometry( 0.3, h, facets, 1, false ); geo.scale(1, 1, taper); return geo; } // Iridescent material via custom shader const mat = new THREE.MeshPhysicalMaterial({ color: 0x22c55e, metalness: 0.1, roughness: 0.05, transmission: 0.8, thickness: 1.5, iridescence: 1.0, });