Skip to main content

scottstts/Threejs-Awesome-Graphics-Agent-Skills

SkillsMP は scottstts/Threejs-Awesome-Graphics-Agent-Skills から 15 件の skill を収集しています。skill を開くとソースと詳細を確認できます。

記録された最新のソース活動
SkillsMP カタログ更新
収集済み skills
15
GitHub スター
767
GitHub フォーク
86

このリポジトリの skills

分類待ち

収集済み skill 15 件中 15 件を表示しています。

職業分類
未分類
説明

Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space transitions, Rayleigh/Mie scattering, precomputed LUTs, depth-based transmittance and inscattering, sun/moon discs, and…

原文の言語: 英語

更新
職業分類
未分類
説明

Build silhouette-aware parallax occlusion mapping in Three.js WebGPU and TSL. Use for height-field ray marching, relief UVs, clipped flat or curved silhouettes, inflated shells, self-shadowing, relief-aware shadow depth, and height-derived normals.

原文の言語: 英語

更新
職業分類
未分類
説明

Build coupled precipitation and affected surfaces in Three.js. Use for falling snow, snow accumulation, model snow caps, wet asphalt puddles, procedural ripple normals, splash flipbooks, rain streaks, shared weather envelopes, and surface wetness or coverage…

原文の言語: 英語

更新
職業分類
未分類
説明

Build authored procedural buildings and architectural kits in Three.js. Use for massing grammars, exposed-edge analysis, façade bays, profiles, arches, cornices, roofs, ornaments, material-slot mesh compilation, deterministic variants, and procedural city…

原文の言語: 英語

更新
職業分類
未分類
説明

Build well-crafted production procedural meshes in Three.js. Use for complete hard-surface assemblies and humanoid robots, profile extrusion, parameter-curve and spine lofts, pillow panels, exact polygon cuts, inset, revolve, sweep, solidify, bevels and…

原文の言語: 英語

更新
職業分類
未分類
説明

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…

原文の言語: 英語

更新
職業分類
未分類
説明

Author procedural planetary bodies in Three.js. Use for spherical terrain, continents, ridges, craters, biome masks, coastlines, material variation, analytic normals, altitude LOD, and bodies that must hold up from orbit through close approach.

原文の言語: 英語

更新
職業分類
未分類
説明

Generate authored procedural trees, grass, ivy, flowers, and vegetation in Three.js or raw WebGPU. Use for surface-following vines, painted ivy paths, stylized or GPU grass, GPU-culled virtual flower fields, trunks, recursive branches, roots, canopies, leaf…

原文の言語: 英語

更新
職業分類
未分類
説明

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…

原文の言語: 英語

更新
職業分類
未分類
説明

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…

原文の言語: 英語

更新
職業分類
未分類
説明

Route ambitious Three.js graphics work to the smallest expert skill set. Use for new visual experiences, graphics rewrites, reference matching, or requests spanning geometry, materials, atmosphere, shadows, temporal effects, and final image treatment.

原文の言語: 英語

更新
職業分類
未分類
説明

Build large procedural oceans and coast transitions in Three.js. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, hybrid FFT plus Gerstner clear-water oceans, coastal breakers, signed-distance coastlines, shallow-water swash films, wet-sand…

原文の言語: 英語

更新
職業分類
未分類
説明

Build view-aligned and screen-space surface effects in Three.js. Use for touch-history frost and thaw, ping-pong accumulation, reduced-resolution blur, crystalline masks, two-scale refraction, and procedural rain droplets that refract and blur a background…

原文の言語: 英語

更新
職業分類
未分類
説明

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.

原文の言語: 英語

更新
職業分類
未分類
説明

Build production analytic and bounded water in Three.js. Use for shared multi-wave displacement and normals, bounded RGBA heightfield pool simulation, local drops, object-driven ripples, differential-area caustics, ray-traced pool/water/sphere volume optics,…

原文の言語: 英語

更新
収集済み skill 15 件中 15 件を表示しています。