Alchemy Still

Four material classes in one candle-lit alcove. The copper still is a code-modeled Blender hero streamed in via glTFast — its hammered metal, roughness and brass fittings come straight off the glTF export — while the flasks are re-materialled in-engine with the build's seeded transparent and emissive shader variants, so the glass is genuinely see-through and the liquid inside it glows. There is no sun anywhere in the scene: every photon comes from three flickering candles and the burner you light. Tap to ignite it and the liquids heat up, bubble, steam and brighten; drag to orbit and watch the specular highlights travel across the hammered copper.

Play it now

Desktop: drag to orbit, tap or space to light the burner · Phone: drag to orbit, tap to ignite

▶  Play

The concept is the contract

The piece was concepted first — an AI key-art painting — and its hero assets were then code-modeled in headless Blender and audited against that concept. The pair below is the contract and the build.

AI concept painting
1 · AI concept
live in the engine
The same scene, live in the engine
Concept prompt

cluttered alchemist workbench in a stone alcove at night, a copper distillation still with polished brass fittings and riveted seams and a coiled condenser pipe, tall glass flasks and bulbous bottles holding glowing teal and amber liquids, a small brass burner with a blue flame under the still, ceramic jars and a worn oak table, warm candlelight against deep blue shadow, rich material contrast between hammered copper, clear glass, glazed ceramic and rough wood, high-end stylized 3D game render, no text, no watermark, no UI

Code-modeled in Blender

The hero assets were modelled by agents writing Blender code against the platform sculpt kit — no downloaded models anywhere — and rendered by the studio harness for audit before entering the engine scene.

Blender studio render 1
Blender studio render 1 — code-modeled, rendered by the studio harness
Blender studio render 2
Blender studio render 2 — code-modeled, rendered by the studio harness
Blender studio render 3
Blender studio render 3 — code-modeled, rendered by the studio harness
Blender studio render 4
Blender studio render 4 — code-modeled, rendered by the studio harness

Made by AI, compiled by the real Unity 6 engine

A materials study run end to end: AI concept, four code-modeled Blender units (still, glassware, jars, candle) rendered by the studio harness and streamed into the scene via glTFast, then re-materialled in-engine where the look needs shader variants the exporter cannot carry. The alcove has no sun — three flickering candle lights, one blue burner and a bloom volume do all the work. Whoosh, hiss and the simmering bubble bed are synthesized sample by sample at runtime.