threejs-atmosphere-aer…
Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space…
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.
$ npx -y skills add scottstts/threejs-awesome-graphics-agent-skills --skill threejs-procedural-fields --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-procedural-fieldsContext 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.
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.
Do not start by stacking noise. Start by defining the fields the object physically or stylistically needs.
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
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.
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.
Example gallery to visually inspect included examples This is a Three.js agent skills pack for producing awesome graphics.
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