threejs-atmosphere-aer…
Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space…
Build coupled precipitation and affected surfaces in Three.js. Use for falling snow, snow accumulation, model snow caps, wet asphalt puddles, procedural ripple normals, splash flipbooks, rain streaks, shared weather envelopes, and surface wetness or coverage transitions.
$ npx -y skills add scottstts/threejs-awesome-graphics-agent-skills --skill threejs-precipitation-surfaces --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-precipitation-surfacesContext preview
The summary Claude sees to decide when to auto-load this skill.
Build coupled precipitation and affected surfaces in Three.js. Use for falling snow, snow accumulation, model snow caps, wet asphalt puddles, procedural ripple normals, splash flipbooks, rain streaks, shared weather envelopes, and surface wetness or coverage transitions.
name: threejs-precipitation-surfaces description: Build coupled precipitation and affected surfaces in Three.js. Use for falling snow, snow accumulation, model snow caps, wet asphalt puddles, procedural ripple normals, splash flipbooks, rain streaks, shared weather envelopes, and surface wetness or coverage transitions.
Treat weather as a coupled event, particle, and surface-response system. Do not add rain or snow particles that are visually disconnected from the ground.
This skill contains exemplary examples and assets beyond descriptive guidance, they're worth studying, referencing, or even copying. Use them sufficiently when relevant and do NOT blindly skip them.
weather envelope -> falling precipitation volume -> world/object surface mask -> displaced or optical surface response -> impact residue and splashes -> shared lighting/post presentation
Read [references/precipitation-surface-systems.md](references/precipitation-surface-systems.md) for snow accumulation, object capping, wrapped precipitation volumes, wet puddle masks, procedural ripple normals, splash placement, debug outputs, and licensing boundaries.
Read the [snow accumulation implementation](examples/snow-accumulation/snow-system.js) for camera-wrapped snowfall, shared wind/time uniforms, world-space snow masks, single-source snow height and normals, model snow capping, and optional ice surface composition.
Read the [wet puddle rain implementation](examples/wet-puddle-rain/rain-puddle-system.js) for rain-progress wetness, asphalt puddle masks, procedural ripple normals, instanced rain streaks, upward-surface splash sampling, and flipbook splashes. This example includes GPL-licensed source material; preserve its license boundary when copying or publishing it.
Use `$threejs-water-optics` for bounded pool simulation, caustics, Fresnel, refraction, and Beer-Lambert water volumes. Use `$threejs-procedural-vfx` for general sparks, plasma, trails, and non-weather particles. Use `$threejs-temporal-surfaces` for screen-space touch history or frost clearing. This skill owns precipitation events and the surfaces they visibly alter.
Example gallery to visually inspect included examples This is a Three.js agent skills pack for producing awesome graphics.
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