acestep
AI music generation with ACE-Step 1.5 — background music, vocal tracks, covers, stem extraction for video production. Use when generating music, soundtracks,…
Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
$ npx -y skills add calesthio/OpenMontage --skill threejs-textures --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-texturesContext preview
The summary Claude sees to decide when to auto-load this skill.
Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
name: threejs-textures description: Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
import * as THREE from "three";
// Load texture
const loader = new THREE.TextureLoader();
const texture = loader.load("texture.jpg");
// Apply to material
const material = new THREE.MeshStandardMaterial({
map: texture,
});const loader = new THREE.TextureLoader();
// Async with callbacks
loader.load(
"texture.jpg",
(texture) => console.log("Loaded"),
(progress) => console.log("Progress"),
(error) => console.error("Error"),
);
// Synchronous style (loads async internally)
const texture = loader.load("texture.jpg");
material.map = texture;function loadTexture(url) {
return new Promise((resolve, reject) => {
new THREE.TextureLoader().load(url, resolve, undefined, reject);
});
}
// Usage
const [colorMap, normalMap, roughnessMap] = await Promise.all([
loadTexture("color.jpg"),
loadTexture("normal.jpg"),
loadTexture("roughness.jpg"),
]);Critical for accurate color reproduction.
// Color/albedo textures - use sRGB colorTexture.colorSpace = THREE.SRGBColorSpace; // Data textures (normal, roughness, metalness, AO) - leave as default // Do NOT set colorSpace for data textures (NoColorSpace is default)
texture.wrapS = THREE.RepeatWrapping; // Horizontal texture.wrapT = THREE.RepeatWrapping; // Vertical // Options: // THREE.ClampToEdgeWrapping - Stretches edge pixels (default) // THREE.RepeatWrapping - Tiles the texture // THREE.MirroredRepeatWrapping - Tiles with mirror flip
// Tile texture 4x4 texture.repeat.set(4, 4); texture.wrapS = THREE.RepeatWrapping; texture.wrapT = THREE.RepeatWrapping; // Offset (0-1 range) texture.offset.set(0.5, 0.5); // Rotation (radians, around center) texture.rotation = Math.PI / 4; texture.center.set(0.5, 0.5); // Rotation pivot
// Minification (texture larger than screen pixels) texture.minFilter = THREE.LinearMipmapLinearFilter; // Default, smooth texture.minFilter = THREE.NearestFilter; // Pixelated texture.minFilter = THREE.LinearFilter; // Smooth, no mipmaps // Magnification (texture smaller than screen pixels) texture.magFilter = THREE.LinearFilter; // Smooth (default) texture.magFilter = THREE.NearestFilter; // Pixelated (retro games) // Anisotropic filtering (sharper at angles) texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
// Usually true by default texture.generateMipmaps = true; // Disable for non-power-of-2 textures or data textures texture.generateMipmaps = false; texture.minFilter = THREE.LinearFilter;
const texture = new THREE.Texture(image); texture.needsUpdate = true;
Create texture from raw data.
// Create gradient texture
const size = 256;
const data = new Uint8Array(size * size * 4);
for (let i = 0; i < size; i++) {
for (let j = 0; j < size; j++) {
const index = (i * size + j) * 4;
data[index] = i; // R
data[index + 1] = j; // G
data[index + 2] = 128; // B
data[index + 3] = 255; // A
}
}
const texture = new THREE.DataTexture(data, size, size);
texture.needsUpdate = true;const canvas = document.createElement("canvas");
canvas.width = 256;
canvas.height = 256;
const ctx = canvas.getContext("2d");
// Draw on canvas
ctx.fillStyle = "red";
ctx.fillRect(0, 0, 256, 256);
ctx.fillStyle = "white";
ctx.font = "48px Arial";
ctx.fillText("Hello", 50, 150);
const texture = new THREE.CanvasTexture(canvas);
// Update when canvas changes
texture.needsUpdate = true;const video = document.createElement("video");
video.src = "video.mp4";
video.loop = true;
video.muted = true;
video.play();
const texture = new THREE.VideoTexture(video);
texture.colorSpace = THREE.SRGBColorSpace;
// No need to set needsUpdate - auto-updatesimport { KTX2Loader } from "three/examples/jsm/loaders/KTX2Loader.js";
const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath("path/to/basis/");
ktx2Loader.detectSupport(renderer);
ktx2Loader.load("texture.ktx2", (texture) => {
material.map = texture;
});For environment maps and skyboxes.
const loader = new THREE.CubeTextureLoader(); const cubeTexture = loader.load([ "px.jpg", "nx.jpg", // +X, -X "py.jpg", "ny.jpg", // +Y, -Y "pz.jpg", "nz.jpg", // +Z, -Z ]); // As background scene.background = cubeTexture; // As environment map scene.environment = cubeTexture; material.envMap = cubeTexture;
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
new RGBELoader().load("environment.hdr", (texture) => {
const envMap = pmremGenerator.fromEquirectangular(texture).texture;
scene.environment = envMap;
scene.background = envMap;
texture.dispose();
pmremGenerator.dispose();
});import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const loader = new RGBELoader();
loader.load("environment.hdr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
scene.background = texture;
});import { EXRLoader } from "three/examples/jsm/loaders/EXRLoader.jWorld's first open-source, agentic video production system. 12 production pipelines, 100+ tools, 700+ agent skill and production-knowledge files. Turn your AI coding assistant into a full video production studio.
Repo: calesthio/OpenMontage
AI music generation with ACE-Step 1.5 — background music, vocal tracks, covers, stem extraction for video production. Use when generating music, soundtracks,…
Build voice AI agents with ElevenLabs. Use when creating voice assistants, customer service bots, interactive voice characters, or any real-time voice…
Generate AI videos from text prompts using multiple provider gateways. Use when: (1) Generating videos from text descriptions, (2) Creating AI-generated video…
Create AI avatar videos with precise control over avatars, voices, scripts, scenes, and backgrounds using HeyGen's v2 API. Use when: (1) Choosing a specific…
Transcribe audio to text using Azure AI Speech (Fast Transcription REST API). Use when converting audio/video to text, generating subtitles, or processing…
Generate neural narration audio using Azure AI Speech (REST text-to-speech). Use when synthesizing voiceovers or narration in OpenMontage. Optional cloud TTS…