Plumbline DemoInvented practice, real scrub
A cutaway model of a walnut-lined study, seen from outside the missing wall.

Bell House, Astoria

We build the room twice.

Once at full size in the machine, where moving a wall costs an afternoon. Then on site, where it costs a season.

A studio demo. Plumbline is an invented practice, the scroll is real work. See how it was built.

  • 4projects a year, and no fifth
  • 340surfaces measured off real samples
  • 40 mmof century-old lean absorbed at Bell House
  • 1model handed to every trade

01 of 05

Eye level

The walk starts where a person stands: at the desk, shelves either side, the chair turned as if someone just left it. Sightlines fail at eye level long before they fail in plan.

How Frame 1 to 60 of 348. The camera height was set in Scrubforge, exported at 4K, and served here as WebP.

02 of 05

The plan is the argument

Then the camera lifts, and the room stops being a mood and becomes a set of decisions: where the circulation runs, what the storage costs in square feet, which wall is allowed to move. This is the drawing that gets signed.

How The lift is four keyframes with eased position and rotation, sampled by one function the preview and the export share.

03 of 05

The cutaway

Coming back down, one wall stays off and the light stays set for four in the afternoon in November, the worst hour this site gets. The client stands in the room before the framing crew does.

How Nothing plays. Scroll position picks a frame index and the canvas draws it, which is why you can crawl the move backwards.

04 of 05

Materials that behave

Walnut, lime plaster, unlacquered brass. Each surface is measured off a real sample, so what reflects here reflects on site. The brass will go dull inside a year. We show the client that version too.

How Blender materials over an MCP bridge, exported as GLB. glTF stores light in lux, so imported intensity is divided by 683.

05 of 05

One file, handed over

The same model goes to the joiner, the electrician and the insurer. Nobody spends the last week of the job reconciling three sets of drawings that disagree.

How Frames arrive in three passes, every twelfth first, so the scrub works after about 2 MB and sharpens while you read.

Astoria, Oregon

Most offices draw a building and hope. We model it, light it, walk it, and draw it last. The order is the whole method: by the time a sheet leaves this room, somebody has already stood in the one it describes.

Practice

  1. 01

    Architecture

    New work and additions, mostly houses, mostly under three thousand square feet. We carry a project from feasibility through the last site visit, and we are there for the punch list.

  2. 02

    Interiors and joinery

    Built-ins, casework, and the parts of a room a contractor would otherwise improvise on a Friday. Shop drawings come straight out of the model, so the joiner and the drawing never disagree.

  3. 03

    Visualization

    Stills, walkthroughs, and scroll pieces like the one at the top of this page. We make them for our own projects and for other architects who need a room to exist a year before it does.

  4. 04

    Survey and as-built

    Scan to model, for renovations. An old house is never square. Pretending otherwise is exactly why the cabinets arrive with a quarter inch of daylight behind them.

Selected work

Interior of the Bell House study, walnut shelving on two walls and a leather chair at the desk.

Astoria, Oregon2025

Bell House

A 1908 ship chandlery with one floor turned into a study and library. The original fir floor stayed. Almost nothing else did.

A tight view of the shelving wall, brass disc lamp lit against dark wood.

Naselle, Washington2024

Quarry Road

A small house on a grade steep enough that the survey took two days. The stair was argued out in the model and settled before the excavator was booked.

Overhead view of the room showing the rug, desk and circulation path.

Portland, Oregon2026

Ninth Street, Room 4

One room for a client who reads. Nine hundred linear feet of shelf, worked out at eye level first and priced second.

A plan is a promise about how a person will move through a room. We would rather test the promise while it is still cheap to break.

What leaves the office

One model, exported for the people who need it. No re-drawing between stages, which is where dimensions usually go wrong.

Delivery formats by recipient
FormatGoes toSet at
glTF 2.0 / GLBClient review, webPBR materials, punctual lights, single file
FBXJoiner, metal shopNamed parts, textures unpacked
DWGPermit set1/4 in = 1 ft, layered to AIA
IFC 4Structural, mechanicalRooms, levels and materials mapped
H.264, all keyframesScroll pieces1440 px, 30 fps, seekable to the frame

Studio

Plumbline is two architects and a modeler, working out of the old chandlery on Duane Street with a view of the bridge and, most mornings, none of the river.

We take four projects a year. The fifth is always the one we should have declined.

Registered in Oregon and Washington. Founded 2019. We answer the phone between nine and five, and we are usually on a site somewhere between those hours, so leave a message and say which room you mean.

About this page

Plumbline does not exist. The scroll does.

There is no practice in Astoria, no Bell House, no phone number that rings. I invented the whole studio so a scroll-scrub demo would have a believable page around it instead of grey placeholder boxes. Every project, client and number above is made up.

What is real is the technique: the room, the camera move, the encode and this page were built by Ulric, and the same approach ships on client work.

The roomModelled in Blender, driven through an MCP bridge from Claude Code, exported as a GLB that carries its own lights and materials.
The moveAuthored in Scrubforge, a keyframe tool I wrote for this: splined camera position and rotation, hand-set easing, one sampler shared by preview and export.
The frames348 renders at 4K, compressed to WebP at 2560 px, with a 1280 px set for phones. No video element anywhere on this page.
The pageOne HTML file. No framework, no GSAP, no CDN. Scroll position picks a frame, a canvas draws it, and three loading passes fill in the detail behind you.