threejs-atmosphere-aer…
Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space…
Author production real-time VFX in Three.js. Use for filmic HDR lens-flare compositors, highlight-derived ghosts, field-angle pupil deformation, localized glare and bloom, raymarched aurora curtains, finite-footprint emissive slabs, uniform volume integration, equirectangular
$ npx -y skills add scottstts/threejs-awesome-graphics-agent-skills --skill threejs-procedural-vfx --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-procedural-vfxContext preview
The summary Claude sees to decide when to auto-load this skill.
Author production real-time VFX in Three.js. Use for filmic HDR lens-flare compositors, highlight-derived ghosts, field-angle pupil deformation, localized glare and bloom, raymarched aurora curtains, finite-footprint emissive slabs, uniform volume integration, equirectangular
name: threejs-procedural-vfx description: Author production real-time VFX in Three.js. Use for filmic HDR lens-flare compositors, highlight-derived ghosts, field-angle pupil deformation, localized glare and bloom, raymarched aurora curtains, finite-footprint emissive slabs, uniform volume integration, equirectangular radiance probes, WebGPU voxel fire and smoke, coupled volumetric fluid fields, mesh-surface emitters, signed-distance fire collisions, ship-conforming reentry plasma, generated capsule wakes, instanced analytic sparks, timed dissolving debris, dense-swap effect pools, additive holographic projections, Fresnel rim shells, scanline banding, glitch displacement, swept shape-to-shape handovers, and explicit scene-relative HDR emission hierarchy.
Build effects from an event envelope, motion field, geometry representation, and shading response. Avoid independent particle emitters that happen to share a color.
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.
subject/event state → effect-specific geometry, voxel fields, or instance attributes → flow-facing masks or analytic age → material response → pool/lifetime ownership → HDR and bloom contribution
Read [references/procedural-vfx-system.md](references/procedural-vfx-system.md) for ship-conforming reentry shells, capsule wakes, dense instanced spark/debris pools, holographic projection shells, HDR hierarchy, and implementation limits.
Read [references/volumetric-fluid-fire.md](references/volumetric-fluid-fire.md) for three-dimensional texture ownership, fixed fluid-compute scheduling, mesh-surface injection, pressure projection, moving SDF boundaries, temperature-mapped HDR raymarching, exact presets, and failure diagnostics.
Read [references/volumetric-aurora-curtains.md](references/volumetric-aurora-curtains.md) for finite emissive-slab bounds, warped curtain density, uniform ray steps, gentle start jitter, matching screen/probe materials, exact constants, limits, and failure diagnostics.
Read [references/filmic-lens-flare.md](references/filmic-lens-flare.md) for HDR emitter extraction, optical-axis invariants, field-angle pupil deformation, finite ghost families, spectral rings, localized bloom, film response, exact constants, limits, and failure diagnostics.
Read the [reentry plasma implementation](examples/reentry-plasma/reentry-plasma.js) for closed layered wake shells, flow-axis deformation, advected filament fields, opacity shaping, and additive emission diagnostics.
Read the [hologram projection material](examples/holographic-shape-transition/hologram-material.js) for the additive rim shell itself: squared Fresnel incidence with grazing falloff, footprint-filtered object-space scanlines, height-phased glitch displacement, and index-gated participation. Read its [shape-transition driver](examples/holographic-shape-transition/hologram-transition.js) for the shared sweep range across a shape set, the linear progress ramp inside a longer dwell, and the complementary-discard handover.
Read the [volumetric fluid fire implementation](examples/volumetric-fluid-fire/volumetric-fluid-fire.js) for the complete WebGPU/TSL velocity, dye, pressure, vorticity, emitter, collision, raymarch, and diagnostic system plus its calibrated fire preset.
Read the [raymarched aurora implementation](examples/raymarched-aurora-curtains/aurora-curtains.js) for the reusable emitting field, perspective-ray material, four-sample equirectangular radiance material, shared uniforms, and calibrated curtain preset without sky, terrain, weather, lighting, or renderer setup.
Read the [filmic lens-flare implementation](examples/filmic-lens-flare/filmic-lens-flare.js) for top-origin HDR sun detection, panorama-ray reconstruction, stable source projection, finite radial ghost families, field-deformed pupil shapes, spectral ring and star response, localized bloom, and the complete filmic composite.
ownership and one fixed compute schedule.
steps, gentle start jitter, and step-length-weighted accumulation. Do not add extinction or an elevation gate after the footprint already removes the long limb path.
weather, and grading; expose the same radiance through perspective and equirectangular materials.
non-cubic volume as though its axes had equal scale.
optical axis, and deform pupil footprints from object-space field angle rather than screen radius.
an arbitrary bead chain or place diffraction stars at ghost centres.
mean rather than to zero.
discards, never per-shape ranges or overlapping coverage.
Example gallery to visually inspect included examples This is a Three.js agent skills pack for producing awesome graphics.
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