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 atmosphere-aware lighting.
★not rated 931▲
+14 3d agoASkillSpector: pass65 tokens
originalMIT
Implement production bloom in advanced Three.js scenes. Use for HDR signal ordering, bloom-node controls, dual selective bloom with guaranteed material restoration, scene-relative emissive hierarchy, and effect-isolation diagnostics.
★not rated 931▲
+14 3d agoASkillSpector: pass44 tokens
originalMIT
Direct advanced Three.js camera systems. Use for scale-aware chase rigs, thrust lag, side/orbit cameras, body-relative up vectors, quaternion handoffs, authored cinematic framing, floating origins, pointer-look controls, camera collision constraints, projection ownership, and lifecycle restoration.
★not rated 931▲
+14 3d agoASkillSpector: pass58 tokens
originalMIT
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.
★not rated 931▲
+14 3d agoASkillSpector: pass60 tokens
originalMIT
Build a deliberate final-image pipeline for advanced Three.js scenes. Use for depth, normal, albedo, and history ownership; GTAO or bent normals; bloom; eye adaptation; tone mapping; 3D LUT grading; effect-local render targets; and pass diagnostics.
★not rated 931▲
+14 3d agoASkillSpector: pass60 tokens
originalMIT
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.
★not rated 931▲
+14 3d agoASkillSpector: pass61 tokens
originalMIT
Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, and any visual where several channels must derive from shared causes.
★not rated 931▲
+14 3d agoASkillSpector: pass60 tokens
originalMIT
Author production procedural materials in Three.js. Use for simulated paper burning with coupled sheet combustion and pyro fluids, luminescent jellyfish with simulated appendages and layered tissue optics, luminescent butterflies with articulated scale glints and finite wing emitters, hybrid texture-backed PBR soil…
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.
★not rated 931▲
+14 3d agoASkillSpector: pass57 tokens
originalMIT
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…
★not rated 931▲
+14 3d agoASkillSpector: pass77 tokens
originalMIT
Implement a production GTAO path in Three.js. Use for half-resolution horizon sampling, reversed-depth reconstruction, bent-normal encoding, full-resolution bilateral reconstruction, environment-light application, contact grounding, and halo diagnosis.
★not rated 931▲
+14 3d agoASkillSpector: pass51 tokens
originalMIT
Implement stable, scalable directional-shadow systems for Three.js. Use for large procedural worlds, city scenes, terrain, moving cameras, WebGPU/TSL shadow nodes, cascades, cached clipmaps, texel stabilization, update budgets, and targeted invalidation.
★not rated 931▲
+14 3d agoASkillSpector: pass58 tokens
originalMIT
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.
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 through wet glass.
★not rated 931▲
+14 3d agoASkillSpector: pass60 tokens
originalMIT
Validate advanced Three.js graphics as authored systems rather than subjective screenshots. Use for fixed-view visual contracts, field and pass diagnostics, no-post baselines, seed sweeps, camera-scale tests, temporal stability checks, GPU budgets, and regression evidence for procedural scenes.
★not rated 931▲
+14 3d agoASkillSpector: pass58 tokens
originalMIT
Build production analytic and bounded water in Three.js. Use for luminescent shallow-water rivers with coupled flow, bioluminescent excitation, advected foam and RGB caustics, photoreal shallow water with gravity-capillary FFT waves, dispersive caustics and diffraction glare, shared multi-wave displacement and…
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: