scottstts

24 mods across 1 repository, 770 stars between them.

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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.

770 4d ago A 65 tokens original MIT

threejs-bloom

02

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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.

770 4d ago A 44 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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.

770 4d ago A 58 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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.

770 4d ago A 60 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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.

770 4d ago A 60 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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.

770 4d ago A 61 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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 transitions.

770 4d ago A 60 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

Build advanced procedural animation in Three.js. Use for launch kinematics, gravity turns, staging, spin docking, target-frame decomposition, spring-follow motion, rotating-frame alignment, peeling debris, analytic transform timelines, frame-rate-independent response, and quaternion control.

770 4d ago A 57 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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 assets.

770 4d ago A 57 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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.

770 4d ago A 60 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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 fillets, shell thickness, direct-topology apertures, semantic…

770 4d ago A 110 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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…

770 4d ago A 121 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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.

770 4d ago A 57 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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 cards, species presets, deterministic growth, distance-tiered…

770 4d ago A 93 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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 integration, equirectangular radiance probes, WebGPU voxel fire and…

770 4d ago A 154 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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…

770 4d ago A 77 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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.

770 4d ago A 58 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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.

770 4d ago A 51 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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 transitions, stylized above/below surface optics, permanently…

770 4d ago A 139 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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.

770 4d ago A 60 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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.

770 4d ago A 58 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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.

770 4d ago A 55 tokens original MIT

scottstts/Threejs-Awesome-Graphics-Agent-Skills

Skill Claude CodeCodex

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, derivative-filtered normal bands, analytic sky reflection…

770 4d ago A 88 tokens original MIT