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/threejs-procedural-fields

Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, and any visual where several channels must derive from shared causes.

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threejs-awesome-graphics-agent-skills
91124 skills
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$ npx -y skills add scottstts/threejs-awesome-graphics-agent-skills --skill threejs-procedural-fields --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/threejs-procedural-fields

Context preview

The summary Claude sees to decide when to auto-load this skill.

Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, and any visual where several channels must derive from shared causes.

SKILL.md

threejs-procedural-fields.SKILL.md
name: threejs-procedural-fields
description: Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, and any visual where several channels must derive from shared causes.

Procedural Fields

Do not start by stacking noise. Start by defining the fields the object physically or stylistically needs.

Field contract

Before shader code, write a field bundle:

coordinates
  → macro form
  → meso structure
  → derived causes
  → material channels

Example:

sphereDirection
  → warpedDirection
  → elevation + ridges + craterDepth
  → slope + cavity + latitude + moisture
  → biome + color + roughness + bump

Required workflow

1. Choose coordinates that remain stable under camera and object motion. 2. Lock real or perceptual scale for each frequency band. 3. Create named primary fields. Never hide the whole look in one expression. 4. Derive secondary fields from causes: slope from normals, shore from sea-level distance, wear from exposure, dirt from cavity. 5. Reuse the same fields across color, roughness, normal, displacement, emission, and scattering. 6. Add debug output for every named field. 7. Filter high-frequency fields by derivatives, tessellation density, or camera distance.

Read [references/field-stack-recipes.md](references/field-stack-recipes.md) before implementation. It records sphere, terrain, water, and structured-placement field contracts plus common parity defects.

Read the [procedural planet surface](../threejs-procedural-planets/examples/procedural-planet-surface/planet-system.js) for a shared CPU/GLSL field bundle whose height, continents, climate, biomes, roughness, and normals remain independently inspectable.

Non-negotiable rules

  • Independent noise per channel produces visual soup. Share structure.
  • Domain warp the coordinates, not every result.
  • Warp spherical coordinates tangentially, then renormalize.
  • Use different frequency bands for silhouette, regions, surface breakup, and micro-normal.
  • Do not displace geometry with frequencies the mesh cannot represent.
  • Keep categorical masks broad enough to avoid isolated “bubble” regions.
  • Parameter names must describe perception: `ridgeWidth`, `coastBlend`, `cavityDarkening`, not `noise3Amount`.

Routing boundary

Use this skill when the shared field model is the task. Use `$threejs-procedural-materials` when the task is channel assembly and material response, and `$threejs-procedural-planets` when the deliverable is a complete planetary body.

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