Planets Outside the Cabin Window
Sit inside an ISS-style cupola and watch Earth, the Moon, Mars and Jupiter drift past eight windows, with three orbital lighting moods. Copy the prompt.
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Build an immersive space-cabin window tour in 3D
Space Station Cupola · A Tour of Planets Through the Portholes No reference images provided: generate all assets yourself (text-to-image textures + procedural work), localize libraries such as Three.js, and use no external resources. A fullscreen immersive Three.js single page: you stand at the center of an ISS-cupola-style space cabin. The cabin walls are irregular metal panel assemblies with 8 portholes of varying shapes (1 large circular main window + trapezoidal / rectangular / small circular windows), bolted window frames, handrails, cables, equipment boxes, and self-illuminating instrument screens. Outside, Earth / Moon / Mars / Jupiter / nebulae / space station structures drift past the windows along an approximately 220-second orbit. Hard requirements: - All planet and cabin materials must first be generated as realistic textures via text-to-image before use: Earth (day-night + ocean specular + atmospheric glow aurora shader), Jupiter, Mars, Moon; cabin walls use light-gray anodized aluminum panels, window frames use brushed aluminum, and equipment boxes use avionics textures; all four edges of every texture must tile seamlessly. Plain solid-color spheres and bare procedural metal are forbidden. - Cabin lighting must be bright enough that the gray precision instruments are clearly legible; the exterior view is a real 3D scene with correct parallax when turning the view; wall panels must not leak light or block window openings; stagger the timing of each body's window pass so there is always something worth seeing outside. - Three lighting states that switch with the orbit: Earth blue glow / sunset warm orange / Earth's shadow with starlight and the Milky Way. - Interaction: drag-to-look must be silky and responsive (exponential smooth-follow, about 0.235°/px), scroll wheel zoom, click a porthole to focus on it (small-range look-around allowed, Esc to exit), 1×/4×/16× time flow rates, a toggle for procedural ambient sound, minimal UI that auto-hides. Replace the space capsule with a deep-sea submersible cabin: outside the windows show glowing jellyfish, coral reefs and a shipwreck. Swap the three lighting moods for noon light rays, twilight blue and abyssal dark, and keep window focus and time-speed controls. Deliverables: a previewable single page + 7 screenshots at 1920×1080 (main window aurora, full Earth blue glow, sunset warm orange, Earth's shadow starlight, click-to-focus, planet passing a window, UI in use).
Space Station Cupola · A Tour of Planets Through the Portholes No reference images provided: generate all assets yourself (text-to-image textures + procedural work), localize libraries such as Three.js, and use no external resources. A fullscreen immersive Three.js single page: you stand at the center of an ISS-cupola-style space cabin. The cabin walls are irregular metal panel assemblies with 8 portholes of varying shapes (1 large circular main window + trapezoidal / rectangular / small circular windows), bolted window frames, handrails, cables, equipment boxes, and self-illuminating instrument screens. Outside, Earth / Moon / Mars / Jupiter / nebulae / space station structures drift past the windows along an approximately 220-second orbit. Hard requirements: - All planet and cabin materials must first be generated as realistic textures via text-to-image before use: Earth (day-night + ocean specular + atmospheric glow aurora shader), Jupiter, Mars, Moon; cabin walls use light-gray anodized aluminum panels, window frames use brushed aluminum, and equipment boxes use avionics textures; all four edges of every texture must tile seamlessly. Plain solid-color spheres and bare procedural metal are forbidden. - Cabin lighting must be bright enough that the gray precision instruments are clearly legible; the exterior view is a real 3D scene with correct parallax when turning the view; wall panels must not leak light or block window openings; stagger the timing of each body's window pass so there is always something worth seeing outside. - Three lighting states that switch with the orbit: Earth blue glow / sunset warm orange / Earth's shadow with starlight and the Milky Way. - Interaction: drag-to-look must be silky and responsive (exponential smooth-follow, about 0.235°/px), scroll wheel zoom, click a porthole to focus on it (small-range look-around allowed, Esc to exit), 1×/4×/16× time flow rates, a toggle for procedural ambient sound, minimal UI that auto-hides. Tag every passing body outside the windows: a thin leader line follows each object with a small label showing its name and current distance, and clicking the label opens a short description of at most 80 words. Deliverables: a previewable single page + 7 screenshots at 1920×1080 (main window aurora, full Earth blue glow, sunset warm orange, Earth's shadow starlight, click-to-focus, planet passing a window, UI in use).
Space Station Cupola · A Tour of Planets Through the Portholes No reference images provided: generate all assets yourself (text-to-image textures + procedural work), localize libraries such as Three.js, and use no external resources. A fullscreen immersive Three.js single page: you stand at the center of an ISS-cupola-style space cabin. The cabin walls are irregular metal panel assemblies with 8 portholes of varying shapes (1 large circular main window + trapezoidal / rectangular / small circular windows), bolted window frames, handrails, cables, equipment boxes, and self-illuminating instrument screens. Outside, Earth / Moon / Mars / Jupiter / nebulae / space station structures drift past the windows along an approximately 220-second orbit. Hard requirements: - All planet and cabin materials must first be generated as realistic textures via text-to-image before use: Earth (day-night + ocean specular + atmospheric glow aurora shader), Jupiter, Mars, Moon; cabin walls use light-gray anodized aluminum panels, window frames use brushed aluminum, and equipment boxes use avionics textures; all four edges of every texture must tile seamlessly. Plain solid-color spheres and bare procedural metal are forbidden. - Cabin lighting must be bright enough that the gray precision instruments are clearly legible; the exterior view is a real 3D scene with correct parallax when turning the view; wall panels must not leak light or block window openings; stagger the timing of each body's window pass so there is always something worth seeing outside. - Three lighting states that switch with the orbit: Earth blue glow / sunset warm orange / Earth's shadow with starlight and the Milky Way. - Interaction: drag-to-look must be silky and responsive (exponential smooth-follow, about 0.235°/px), scroll wheel zoom, click a porthole to focus on it (small-range look-around allowed, Esc to exit), 1×/4×/16× time flow rates, a toggle for procedural ambient sound, minimal UI that auto-hides. Add a sleep mode: slow the orbit to 0.25× speed, let the scene brightness breathe gently, play soft ambient space sound by default, and offer a 15/30/45-minute timer that fades everything out. Deliverables: a previewable single page + 7 screenshots at 1920×1080 (main window aurora, full Earth blue glow, sunset warm orange, Earth's shadow starlight, click-to-focus, planet passing a window, UI in use).
