| name | threejs-procedural-materials |
| description | Author production procedural materials in Three.js. Use for hybrid texture-backed PBR soil and moss with procedural displacement and masks, upward-facing model moss accumulation, atlas filtering, specular AA, planet-space fields, terrain wetness, lava and emissive surfaces, reflective wave-optical diffraction gratings, air-film-air soap bubbles with Airy interference, raytraced diamond and gem refraction with internal reflection and dispersion, image-space glass transmission with spectral dispersion and volume absorption, per-instance dissolve, authored PBR identities, derivative normals, and custom direct-light shadow modulation. |
Procedural Materials
Build a material from surface identity and causes. Color, roughness, metalness, normal, transmission, and emission should describe the same surface—not unrelated noise textures.
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.
Material graph order
stable coordinates
→ structural fields
→ material identity weights
→ causal modifiers
→ filtered microstructure
→ PBR channels
→ lighting/shadow extensions
Read references/procedural-pbr-system.md
for atlas filtering, specular AA, planetary coordinates,
world-height wetness, per-instance dissolve, and authored PBR response bundles.
Read the
sculpted gallery frame geometry
for walnut, antique-gold, and ebony texture/roughness/metalness/clearcoat
bundles under a grazing-light setup.
Read the
procedural planet surface
for shared geological, climate, water, biome, roughness, and derivative-normal
causes on a procedural planetary surface.
Read the
analytic wave optics
for coupled reflection, refraction, absorption, filtered microstructure,
resolved crest response, and their diagnostic channels.
Read the
lava flow surface material
for raymarched procedural height fields whose normals, rock/lava identity,
emission, glow, embers, fog, and grain are coupled to one material cause stack.
Read the
raytraced diamond material
for a gem whose mesh is its own optical volume: camera-ray entry refraction, a
GPU BVH first-hit loop with bounded total-internal-reflection bounces,
per-channel IOR dispersion, mip-correct environment exit sampling, and live
camera-matrix uniforms.
Read the
spectral dispersive glass material
for a transmissive body solved in image space: a double-sided back-face data
pass with inverted depth, an iterative interior exit search, bounded total
internal reflection, Beer-Lambert absorption over the true path length, and a
per-wavelength Cauchy index recombined through CIE 1931. Its reusable optical
primitives — exact unpolarised Fresnel, Cauchy coefficients, spectral weights,
the rotatable environment probe, and the buffer projection — live in
glass optics, and
references/dielectric-glass-optics.md
carries the two-pass contract, buffer format, search bounds, and transmission
diagnostics.
Pick between the two transmissive paths by geometry, not by quality. A closed
faceted gem whose exit facet must be exact even when it faces away from the
camera takes the BVH path. A scanned, assembled, open-sheet, or multi-shell
body takes the image-space path, which tolerates inconsistent winding and
authored normals pointing either way but cannot see a surface outside the
frame.
Read
references/physical-diffraction-grating.md
for the exact embossed-field, CIE/blackbody spectral, phase-grating, Bessel
order-efficiency, coherence-broadening, strip-emitter, additive-layer, stable
object-frame, limitation, and diagnostic contracts.
Read the
physical diffraction-grating implementation
for a printed substrate plus additive HDR foil response whose star and stripe
masks select local groove angle, pitch, and relief while wavelength alone owns
spectral colour. Its complete optical model is expressed as a pure TSL graph
with Fn, If, and Loop, without embedded native shader source.
Read
references/thin-film-soap-bubble-system.md
for the air-film-air Airy equation, representative RGB spectral bands,
two-membrane blending, bounded secondary reflection, capillary mechanics,
camera-aware inflow, puncture retraction, limits, and diagnostics.
Read the
thin-film soap bubble system
when soap-film interference must drive the image: it provides wavelength-
dependent aqueous index, front and rear membrane passes, analytic nearby-
bubble reflection, volume-preserving capillary modes, buoyancy and drag,
Taylor-Culick rupture, visible-drop aftermath, and deterministic physics gates.
Required controls
- real or perceptual texture scale;
- material identity weights;
- roughness range and micro-normal strength;
- the causal fields required by the selected material pattern;
- for a transmissive body, the physical constants that define it — index and
Abbe pair, interior path budget, extinction depth — named rather than buried
inside expressions;
- for a soap film, the exterior and film indices, nanometre thickness range,
wavelength bands, surface tension, and membrane ordering;
- distance/derivative filtering;
- specular antialiasing;
- channel and mask debug modes.
- emissive-material debug modes when the material owns glow or volumetric
accumulation.
Read references/hybrid-soil-moss-surface.md
and the
hybrid soil and moss implementation
for texture-backed soil and moss albedo, AO, roughness, and normal microdetail
combined with procedural mound displacement, moisture, moss coverage/height,
and warped cellular cracks. Do not describe its surface identity as fully
procedurally synthesized. When moss must also settle onto a model, read the
model moss implementation
for model-locked coverage, upward-face accumulation, displaced thickness, and
shared moss PBR identity.
Failure conditions
- every PBR channel samples independent noise;
- roughness is a scalar afterthought;
- high-frequency normals survive below one pixel;
- triplanar projection has visible orientation or scale seams;
- atlas padding is ignored under mipmapping;
- custom lighting removes energy conservation without an explicit stylized goal;
- post-processing is used to hide unstable highlights.
- diffraction hue is painted from UV instead of derived from wavelength;
- a groove frame follows the camera or world axes instead of the object;
- a narrowed diffraction lobe loses energy because its density lacks sigma normalization.
- a soap bubble is treated as a solid glass sphere or painted with a rainbow instead of using air-film-air interference;
- a deformed soap membrane retains the undeformed sphere normal;
Routing boundary
Use $threejs-procedural-fields when the main problem is designing shared
scalar/vector causes. Use $threejs-procedural-planets for a complete
orbit-to-close-approach body, not merely its material. Use
$threejs-parallax-occlusion-mapping when a height field must own ray-marched
intersection, silhouette coverage, or relief-aware shadows. Use
$threejs-temporal-surfaces for view-aligned wet-glass optics and screen-space
history; this skill owns the optical path through a transmissive body itself.