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HTML

              
                <canvas id="canvasID"></canvas>
<div id="instructions">
  <p>Click+Drag to rotate<br>Scroll to zoom</p>
</div>
              
            
!

CSS

              
                body {
  overflow: hidden;
  margin: 0;
}
#instructions {
  color: white;
  padding-left: 20px;
  position: absolute;
  top: 0;
  width: 100%;
  text-align: left;
}
              
            
!

JS

              
                //https://threejs.org/docs/

var count = 8; //length of each side of the big cube. More than 15 really slows down my computer
var space = 4; //space between each cube.

var canvas = document.getElementById("canvasID");
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ canvas: canvas });
renderer.setClearColor( 0x805580, .1);

var rgb_group = new THREE.Object3D();

function init() {
  renderer.setSize( window.innerWidth, window.innerHeight );
  document.body.appendChild( renderer.domElement);
  
  var color_step = Math.floor(255/count);
  
  for (var r = 0; r < count; r++) {
        for (var g = 0; g < count; g++) {
            for (var b = 0; b < count; b++) {
              var geo = new THREE.SphereGeometry(1, 50, 50, 0, Math.PI * 2, 0, Math.PI * 2);
              var mat = new THREE.MeshBasicMaterial();
              mat.color.setStyle("rgb(" + r*color_step + "," + g*color_step + "," + b*color_step + ")");
              var mesh = new THREE.Mesh( geo, mat );
              mesh.position.set(r+r*space, g+g*space, b+b*space);
              rgb_group.add(mesh);
            }
        }
    }
  
  rgb_group.position.set(-0.5*(count+space*count-2), -0.5*(count+space*count-2), -0.5*(count+space*count-2));
  rgb_group.rotation.set(0,0,0);
  
  scene.add(rgb_group);
  
  camera.position.z = count*2+space*count;
  
  var controls = new THREE.OrbitControls( camera, renderer.domElement );
  controls.enableZoom = true;
  
  render();
}

// continuously looping
function render() {
  requestAnimationFrame(render);
  
  // cool stuff goes here...
  scene.rotation.x += .01;
  scene.rotation.y += .02;
  scene.rotation.z += .001;
  
  renderer.render(scene, camera);
}

init();
              
            
!
999px

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