scottstts/threejs-awesome-graphics-agent-skills

threejs-skill-router

Route ambitious Three.js graphics work to the smallest expert skill set. Use for new visual experiences, graphics rewrites, reference matching, or requests spanning geometry, materials, atmosphere, shadows, temporal effects, and final image treatment.

First seen Jun 22, 2026

Installation

$ npx skills add scottstts/threejs-awesome-graphics-agent-skills --skill threejs-skill-router

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Also in this package

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
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Gemini CLI Not declared
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Repository health

Stars 793
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 7,140 B
  • docs SUMMARY.md 279 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 50 installs

SKILL.md

Three.js Visual Skill Router

Treat the model's Three.js knowledge and official documentation as prerequisites. Load only the expertise that changes the visual result.

This pack goes beyond procedural guidance: its working examples and supporting assets contain much of its practical implementation value. When they are relevant, give them particular attention.

Route by the visual system being authored

Required result Load
shot composition, chase/side/orbit rigs, camera handoffs, projection ownership, pointer look, floating origins $threejs-camera-direction
launch and docking timelines, procedural transform phases, springs, staging, rotating-frame alignment, debris motion $threejs-procedural-animation
reusable scalar/vector fields, domain warping, causal masks, procedural normals $threejs-procedural-fields
atlas-filtered blocks, planetary surfaces, hybrid texture-backed PBR soil/moss with procedural displacement and masks, ground and model moss accumulation, terrain wetness, lava/emissive surfaces, reflective wave-optical diffraction gratings, thin-film soap bubbles with Airy interference, raytraced diamond/gem refraction, dispersive glass transmission with internal reflection and volume absorption, authored frame PBR, specular AA $threejs-procedural-materials
height-field ray marching, silhouette-aware POM, curved relief shells, relief self-shadowing $threejs-parallax-occlusion-mapping
well-crafted and complete hard-surface object assemblies, procedural vehicles and humanoid robots, parameter-curve section tracks, tilted shell and spine lofts, pillow panels, exact polygon cuts, UV-owned apertures, spanwise airfoil lofts, sculpted rails/frames, branch rings, fin lofts, profile extrusion, inset, revolve, sweep, solidify, bevels and fillets, shell thickness, direct-topology apertures, semantic mesh writers, material slots and groups, primitive-built forms, coplanar flicker, loose/non-manifold geometry, detached parts, interpenetration, support, clearance and swept-envelope defects $threejs-procedural-geometry
trees, surface-following ivy, painted vines, stylized grass, GPU-computed grass, GPU-culled virtual flower fields, distance-tiered plant geometry, roots, foliage, rooted wind deformation $threejs-procedural-vegetation
buildings, façade grammars, profiles, ornaments, modular mesh writers $threejs-procedural-architecture
planets, terrain, craters, biome fields, coastlines, spherical detail $threejs-procedural-planets
sky scattering, planetary shells, depth-based aerial perspective $threejs-atmosphere-aerial-perspective
weather-driven raymarched clouds and cloud shadows $threejs-volumetric-clouds
FFT oceans, hybrid FFT/Gerstner clear water, coastal breaker transitions, signed-distance coastlines, shallow-water swash chains, wet sand, stylized above/below ocean optics, submerged Snell windows, total internal reflection, forward-refracted structures, pixel-footprint spectral LOD, aquatic perspective, caustic god rays, spectral cascades, choppy derivatives, Jacobian whitecaps $threejs-spectral-ocean
authored analytic waves, bounded heightfield pools, object ripples, differential-area caustics, ray-traced pool volume optics, shared normals, heuristic refraction, fallback absorption, crest foam $threejs-water-optics
falling snow, snow accumulation, model snow caps, wet asphalt puddles, procedural ripple normals, splash flipbooks, rain streaks, shared weather envelopes, surface wetness $threejs-precipitation-surfaces
curved-ray black holes, accretion disks, wormholes and throat transits, null-geodesic integration, lensed celestial spheres and star fields $threejs-raymarched-space-effects
filmic HDR lens-flare compositors, highlight-derived radial ghosts, field-angle pupil deformation, spectral pupil rings, localized glare and bloom, raymarched aurora curtains, finite-footprint emissive slabs, uniform volume integration, equirectangular radiance probes, WebGPU voxel fire and smoke, volumetric fluid fields, mesh-surface emitters, SDF fire collisions, particles, trails, plasma, shockwaves, holographic projections, Fresnel rim shells, scanline banding, layered event effects $threejs-procedural-vfx
accumulated screen frost, touch clearing, wet-window rain, view-aligned droplet refraction and blur $threejs-temporal-surfaces
stable large-world shadows, cascades, clipmaps, cached updates $threejs-shadow-systems
GTAO, bent normals, bilateral reconstruction $threejs-screen-space-ambient-occlusion
HDR bloom and selective emission contribution $threejs-bloom
eye adaptation, tone mapping, LUT grading, output color $threejs-exposure-color-grading
shared depth/normal/velocity ownership and multi-pass ordering $threejs-image-pipeline
fixed-view diagnostics, seed sweeps, temporal and budget evidence $threejs-visual-validation

Execution order

For a new procedural scene:

  1. Define a visual contract: subject, scale, camera distance, motion, and target frame budget.
  2. Load $threejs-camera-direction when framing, lens, camera frame, or mode transitions affect the target.
  3. Load the subject-generation skill.
  4. Add $threejs-procedural-animation when object motion requires authored phases, moving frames, or spring convergence.
  5. Add $threejs-procedural-fields when multiple visual channels must share coherent structure.
  6. Add lighting/shadows and atmosphere only after silhouette and material masks read without effects.
  7. Add $threejs-image-pipeline last.
  8. Load only the atomic image effects actually needed.
  9. Use $threejs-visual-validation for a deterministic evidence set.

Routing constraints

  • Do not load a skill for API setup alone. Inspect the installed Three.js version and use official docs.
  • Do not route “make it beautiful” directly to post-processing. Find the missing authored system.
  • Prefer one strong, inspectable visual rule over several independent noise layers.
  • When adapting a supplied reference, preserve the mechanism that creates its character. Do not reduce it to a generic effect category.
  • Keep object-space, world-space, and screen-space systems separate unless the composition explicitly requires coupling.
  • If no retained skill matches, state that the pack lacks expert coverage for that system. Do not stretch the nearest skill to cover it.

Acceptance gate

A routed task is incomplete until the implementation exposes:

  • deterministic seed or reproducible inputs;
  • visual debug modes for its controlling fields;
  • parameters grouped by perceptual role;
  • an intentional mechanism-backed quality or resolution tier when the system defines one;
  • a no-post baseline that still reads.