Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add Impertio-Studio/Three.js-Claude-Skill-Package --skill threejs-agents-scene-buildergit clone --depth 1 https://github.com/Impertio-Studio/Three.js-Claude-Skill-PackageWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-agents-scene-builder)<a href="https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-agents-scene-builder"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-agents-scene-builder/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-agents-scene-builder"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-agents-scene-builder.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00102 | $0.03272 |
| Opus 5 | $0.00051 | $0.01636 |
| Sonnet 5 | $0.00020 | $0.00654 |
| Haiku 4.5 | $0.00010 | $0.00327 |
Grade A, and why
threejs-agents-scene-builder scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 296 lines — stays where its author put it; the contents beside it link to each section on GitHub.
threejs-agents-scene-builder
Purpose
This skill is an orchestration guide for building complete Three.js scenes. It provides decision trees that map use cases to the correct combination of lighting, materials, camera, controls, environment, and post-processing. ALWAYS consult this skill first when asked to create a 3D scene or visualization.
Master Decision Tree: Use Case to Scene Recipe
Step 1: Identify the Use Case
| Use Case | Go To |
|---|---|
| Product viewer / configurator | Recipe A |
| Architectural walkthrough | Recipe B |
| Game level / interactive 3D | Recipe C |
| Data visualization / chart | Recipe D |
| Portfolio / hero section | Recipe E |
| CAD / BIM / IFC viewer | Recipe F |
| AR / XR experience | Recipe G |
Step 2: Choose R3F vs Imperative
| Condition | Decision |
|---|---|
| Project uses React | ALWAYS use React Three Fiber (R3F) |
| Project uses Vue, Svelte, or vanilla JS | ALWAYS use imperative Three.js |
| Need maximum control over render loop | Prefer imperative Three.js |
| Rapid prototyping with component reuse | Prefer R3F + Drei |
| Static scene, no interaction framework | Either works; imperative is lighter |
Cross-reference: threejs-impl-r3f for R3F patterns, threejs-core-scene-graph for imperative patterns.
Decision Tree: Lighting Setup
Step 1: Scene Type to Lighting Strategy
| Scene Type | Primary Light | Fill Light | Shadows |
|---|---|---|---|
| Outdoor / daylight | DirectionalLight (sun) | HemisphereLight (sky/ground) | DirectionalLight shadow, PCFSoftShadowMap |
| Indoor / room | PointLight or SpotLight (fixtures) | AmbientLight (low) | SpotLight shadows, limit to 2-3 |
| Studio / product | SpotLight (key) + SpotLight (rim) | AmbientLight or HemisphereLight | ContactShadows (Drei) or AccumulativeShadows |
| Stylized / toon | DirectionalLight | HemisphereLight | Optional; BasicShadowMap for hard edges |
| HDR environment only | None (IBL provides all lighting) | None | ContactShadows or AccumulativeShadows |
| Night / dark | SpotLight (focused pools) | AmbientLight (very low, ~0.05) | SpotLight shadows |
What ships with it
4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 296 lines · 102 tokens per session scan A 73e2b175f59b
threejs-agents-scene-builder is a skill published in the GitHub repository Impertio-Studio/Three.js-Claude-Skill-Package (13 stars, last pushed 2mo ago), licensed MIT. It adds 102 tokens to every session and 3,272 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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