threejs-atmosphere-aer…
Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space…
Build raymarched space phenomena in Three.js. Use for black-hole lensing, accretion disks, wormhole throat transits, curved-ray and null-geodesic integration, lensed celestial spheres, procedural star fields and galactic skies, relativistic-looking distortion, bounded volumetric
$ npx -y skills add scottstts/threejs-awesome-graphics-agent-skills --skill threejs-raymarched-space-effects --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-raymarched-space-effectsContext preview
The summary Claude sees to decide when to auto-load this skill.
Build raymarched space phenomena in Three.js. Use for black-hole lensing, accretion disks, wormhole throat transits, curved-ray and null-geodesic integration, lensed celestial spheres, procedural star fields and galactic skies, relativistic-looking distortion, bounded volumetric
name: threejs-raymarched-space-effects description: Build raymarched space phenomena in Three.js. Use for black-hole lensing, accretion disks, wormhole throat transits, curved-ray and null-geodesic integration, lensed celestial spheres, procedural star fields and galactic skies, relativistic-looking distortion, bounded volumetric structures, and GPU effects that need controlled numerical integration.
Treat these effects as numerical renderers with explicit integration state. The visual character depends on coordinate choice, step policy, and how rays interact with emissive structures.
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.
1. Define the effect-space transform and camera ray. 2. Choose a physical, physically inspired, or purely artistic bending model. 3. Bound the integration domain. 4. Track ray position, direction, throughput, and accumulated radiance. 5. Detect crossings with disks, shells, throats, or event boundaries. 6. Sample the background only after integration terminates, filtered by the ray-bundle footprint rather than point sampled. 7. Add diagnostics for trajectory, step count, and termination reason.
Read [references/curved-ray-integrators.md](references/curved-ray-integrators.md) for the two wormhole throat models, observer transport through a throat, the artistic curved-ray accretion integrator, disk composition, and implementation defects.
Read [references/lensed-celestial-spheres.md](references/lensed-celestial-spheres.md) for footprint-filtered skies, flux-conserving star point spreads, dust extinction, bright sources under display clipping, progressive accumulation, and the bloom kernel a compact source needs.
Read the [curved-ray accretion volume](examples/curved-ray-accretion-volume/curved-ray-effect.js) for the inverse-square steering loop, thin disk density, front-to-back accumulation, deterministic star environment, and integrator diagnostics.
Read the [Schwarzschild geodesic black-hole effect](examples/schwarzschild-geodesic-black-hole/geodesic-black-hole-effect.js) for RK2 null-geodesic integration, interpolated equatorial disk crossings, Doppler/redshift disk emission, lensed procedural deep field, and HDR bloom composition.
Read the [traversable wormhole transit](examples/traversable-wormhole-transit/wormhole-effect.js) for adaptive RK4 integration of the reduced geodesic system, an observer frame parallel-transported through the throat, exterior-region selection, progressive Halton accumulation, and the 13-tap bloom pyramid; its [celestial spheres](examples/traversable-wormhole-transit/celestial-spheres.js) are a standalone GLSL chunk for the footprint-filtered galactic sky, resolved star layers, and the analytic ringed planet a lensed ray lands on.
the metric has a narrow feature such as a lensing shoulder.
solid angle enough that a point sample aliases where the image is most interesting.
them to a mean-radiance path rather than letting them speckle.
global Cartesian chart.
Use `$threejs-procedural-vfx` for ordinary particles, trails, plasma, and event effects. This skill is for per-pixel numerical ray integration through curved or bounded space-effect domains.
Progressive accumulation and the bloom pyramid shipped with the wormhole example are owned by that renderer because the integration cost forces them. For a scene-wide HDR bloom pass over ordinary geometry use `$threejs-bloom`, and for exposure metering, tone-map ownership, and LUT grading use `$threejs-exposure-color-grading`.
Example gallery to visually inspect included examples This is a Three.js agent skills pack for producing awesome graphics.
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