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Image Generation
Skill

/threejs-volumetric-clouds

Implement volumetric cloud systems in Three.js. Use for weather-driven density, bounded raymarching, shape/detail erosion, vertical profiles, lighting cones, silver lining, temporal reconstruction, cloud shadows, multiple layers, and scalable quality modes.

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threejs-awesome-graphics-agent-skills
91124 skills
Install
$ npx -y skills add scottstts/threejs-awesome-graphics-agent-skills --skill threejs-volumetric-clouds --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-volumetric-clouds

Context preview

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

Implement volumetric cloud systems in Three.js. Use for weather-driven density, bounded raymarching, shape/detail erosion, vertical profiles, lighting cones, silver lining, temporal reconstruction, cloud shadows, multiple layers, and scalable quality modes.

SKILL.md

threejs-volumetric-clouds.SKILL.md
name: threejs-volumetric-clouds
description: Implement volumetric cloud systems in Three.js. Use for weather-driven density, bounded raymarching, shape/detail erosion, vertical profiles, lighting cones, silver lining, temporal reconstruction, cloud shadows, multiple layers, and scalable quality modes.

Volumetric Clouds

Cloud quality comes from density organization, lighting, and temporal stability—not from increasing march steps over unstructured noise.

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.

System order

1. Define the cloud volume and layer bounds. 2. Generate or source weather, base-shape, detail, and turbulence fields. 3. Build a density function with vertical and weather profiles. 4. Raymarch only the bounded occupied segment. 5. Integrate transmittance and lighting front-to-back. 6. Reconstruct low-resolution output temporally. 7. Project a separate low-cost cloud-shadow solution.

Read [references/weather-volume-and-reconstruction.md](references/weather-volume-and-reconstruction.md) before implementing or auditing the cloud system.

Read the [weather volume cloud entry](examples/weather-volume-clouds/cloud-effect.js) and its `source/` modules for weather-layer ownership, spherical shell bounds, authored shape/detail sampling, cloud shadow maps, temporal upscale, atmospheric composition, and package-owned diagnostics.

Required controls

  • coverage, cloud type, precipitation, and anvil bias;
  • base/top altitude and vertical density profile;
  • shape/detail scales and erosion;
  • wind for each field;
  • primary step count, light step count, and empty-space policy;
  • history weight and disocclusion threshold;
  • cloud-shadow extent, resolution, and update rate.

Failure conditions

  • density is only `fbm(position)`;
  • the raymarch traverses the full camera range;
  • detail noise adds density instead of eroding shaped masses;
  • temporal history is accepted across disocclusion;
  • shadows use the full beauty raymarch;
  • every cloud layer shares the same wind and density profile.

Routing boundary

Use `$threejs-atmosphere-aerial-perspective` for molecular/aerosol scattering without weather density. Use `$threejs-procedural-vfx` for emissive aurora curtain slabs or bounded interactive voxel fire and smoke with velocity, pressure, emitter, and collision fields. This skill owns weather-shaped cloud volumes, reconstruction, cloud lighting, and cloud shadows.

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