threejs-procedural-vegetation

threejs-procedural-vegetation is a skill for Codex from linegel/threejs-complete-set-of-skill. It costs 43 tokens per session (2,145 once invoked), scanned A, original, ISC.

A set of instructions for creating large, natural-looking plant populations and growing trees in Three.js, a JavaScript 3D graphics library. It covers terrain-aware placement, wind movement, and different detail levels for distant plants.

In plain words
What is it for?
Use it for dense grass, flowers, shrubs, rooted trees, terrain-based plant placement, and wind-driven vegetation in WebGPU 3D scenes.
Why use it?
It helps structure vegetation so stable placement and changing movement are handled separately and consistently.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: $skill-name invocation.

Good fit Use it for dense grass, flowers, shrubs, rooted trees, terrain-based plant placement, and wind-driven vegetation in WebGPU 3D scenes.

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Install with agentmods
npx agentmods add skills/linegel/threejs-complete-set-of-skill/threejs-procedural-vegetation
Install

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.

Any agent
npx skills add linegel/threejs-complete-set-of-skill --skill threejs-procedural-vegetation
Clone the repo
git clone --depth 1 https://github.com/linegel/threejs-complete-set-of-skill

Made for: Codex.

Wrote 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.

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README.md
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<a href="https://agentmods.dev/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-vegetation"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-vegetation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 43 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,145 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00043 $0.02145
Opus 5 $0.00022 $0.01073
Sonnet 5 $0.00009 $0.00429
Haiku 4.5 $0.00004 $0.00215

Measured 12d ago against content hash d1614e13c8b2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

threejs-procedural-vegetation 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 12d ago.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/placement-oracle.mjs), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

skills/threejs-procedural-vegetation/SKILL.md · 202 lines

How it starts

The opening of the file, as written. The whole thing — 202 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Procedural Vegetation

Build vegetation as a compiler: stable environmental causes become immutable placement/topology records, while wind and interaction remain separately owned dynamic state. The canonical path uses Three.js r185 WebGPURenderer, TSL, NodeMaterial, and workload-selected compute/storage.

1. Define the observable and owners

Classify every requested result before selecting APIs:

Branch Requested observable Vegetation owns
dense population grass, flowers, ground cover, repeated shrubs/trees placement identity, pages, representations, deformation bindings
tree growth trunks, roots, branches, foliage, rooted wind growth hierarchy, geometry, structural response, LOD
terrain ecology populations caused by terrain or site fields species response, candidate conflicts, stable acceptance

Name the coordinate frame, world unit, characteristic plant scale, target cameras/extents, update frequency, output owner, and external field owners. Terrain, weather, water, contact, and lighting remain with their routed owners; vegetation consumes versioned samples from them.

This step is complete when every requested observable has one owner and every external input names its producer, units, frame/chart, support/filter, revision, validity, error, and update cadence.

2. Select representations by population and projected error

Workload Default representation
one or a few close trees CPU/worker growth compile into indexed buffers
repeated trees or shrubs compatible species variants instanced in spatial pages, then geometry LOD and impostors
dense grass or ground cover shared strip/clump geometry with implicit, compact CPU, or storage-backed placement
changing placement or topology compute only the changing records, followed by bounded compaction

Choose compute from measured changed-data volume, dispatch cost, traffic, and residency. Static CPU-generated vegetation can be the lowest-cost GPU result. For every near/mid/far range, record the representation, transition error, expanded bound, shadow proxy, static bytes, dynamic bytes, and submitted work.

Read the full file on GitHub · 202 lines

Files

What ships with it

5 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.

Changes

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.

  1. 12d ago First seen · 202 lines · 43 tokens per session scan A d1614e13c8b2

Subscribe to this mod's changes

threejs-procedural-vegetation is a skill published in the GitHub repository linegel/threejs-complete-set-of-skill (6 stars, last pushed 1mo ago), licensed ISC. It adds 43 tokens to every session and 2,145 once invoked, about $0.0002 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 2026-08-31.

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