3d-wood-material

3d-wood-material is a skill for Codex from MengTo/Skills. It costs 105 tokens per session (3,272 once invoked), scanned A, original, MIT.

A Three.js material recipe for making a realistic wood surface entirely in code. Three.js is a JavaScript library for displaying 3D graphics in a web page.

In plain words
What is it for?
Use it to create procedural wood for boards, benches, and similar 3D objects, including oil, wax, or lacquer finishes.
Why use it?
It avoids relying on image textures when the grain, pores, rings, tool marks, and finish need to follow a 3D shape and remain convincing in close-up views.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to create procedural wood for boards, benches, and similar 3D objects, including oil, wax, or lacquer finishes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mengto/skills/3d-wood-material
About the project

MengTo/Skills is a collection of reusable instruction folders that teach coding agents workflows for interface design, games, frontend systems, automations, and agent loops. Designers and developers use the skills to turn references, prompts, and implementation habits into repeatable work. The catalogue contains the project’s skills and supporting instruction.

MengTo/Skills · 6,944 stars · on GitHub

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 MengTo/Skills --skill 3d-wood-material
Clone the repo
git clone --depth 1 https://github.com/MengTo/Skills

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.

agentmods badge for 3d-wood-material

README.md
[![agentmods](https://agentmods.dev/badge/skills/mengto/skills/3d-wood-material/github.svg)](https://agentmods.dev/skills/mengto/skills/3d-wood-material)
Your own site
<a href="https://agentmods.dev/skills/mengto/skills/3d-wood-material"><img src="https://agentmods.dev/badge/skills/mengto/skills/3d-wood-material/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.

agentmods 80×15 button for 3d-wood-material

Your own site · 80×15
<a href="https://agentmods.dev/skills/mengto/skills/3d-wood-material"><img src="https://agentmods.dev/badge/skills/mengto/skills/3d-wood-material.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 105 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,272 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 1 finding. 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 $0.00105 $0.03272
Opus 5.5 $0.00042 $0.01309
Sonnet 5.5 $0.00021 $0.00654
Haiku 4.5 $0.00011 $0.00327

Measured 22d ago against content hash 0f7748f4e947, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

3d-wood-material scanned grade A with 1 finding 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 22d 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.

Makes network callslowCapability

Not a fault in itself. Listed so you know the mod talks to something, and to what.

| checks | curl.b `smoothstep(0.70,0.82)` x uChecks | tone toward `dark*0.68`, height -0.20 |
agent-skills/3d/3d-wood-material/SKILL.md · 86 lines

How it starts

The opening of the file, as written. The whole thing — 86 lines — stays where its author put it; the contents beside it link to each section on GitHub.

3D Wood Material

Mechanism: one small periodic noise field, mip-filtered, is read at several different stretches and scales inside the fragment shader, so ring position, latewood, pores, fibres, rays and tool marks all come from the same wandering grain and feed colour, roughness and relief together, each fading out by its own screen footprint.

Boundary. This skill is the wood surface itself. For whole-scene light, rays and scoring wood renders, use 3d-wood-lighting-scorecard. For image-based PBR sets (downloaded maps, texel budgets, KTX2 delivery) use 3d-high-resolution-textures; reach for it when you need a photographed or scanned species. For silhouette, bevel and LOD geometry use 3d-high-poly-models; this skill only needs a rounded arris (below). Cloth, metal and paper have their own siblings.

Run demo.html first (Kibori bench, four species, four finishes, macro views, and a switch that swaps in the failure). PROMPT.md recreates it.

Recipe

  1. Patch, do not replace. Build MeshPhysicalMaterial({color:0xffffff, roughness:max(0.43,r), ior:1.43, specularIntensity:0.72}) and edit it in onBeforeCompile: #include <map_fragment> multiplies diffuseColor by the wood colour, #include <roughnessmap_fragment> sets roughnessFactor=clamp(roughness*W.rough,0.35,1), #include <normal_fragment_maps> replaces the normal with a screen-space bump of the wood height W.h. Lighting, shadows, IBL and tone-mapping stay stock. The vertex stage only passes object-space position vOP and the object normal.
  2. Bake one field. A 1024² RepeatWrapping, LinearMipmapLinear, NoColorSpace render target of periodic gradient noise (period 64, three octaves: .r base, .g fbm 0.60/0.27/0.13, .b a shifted copy). Reading it as texture(p/64) costs one tap. All timber shares it; per-board difference is a seed offset, not a texture.
  3. Grain axis. uAxis 0/1/2 picks the log axis; along is that coordinate and cross2 the other two. endgrain = pow(|n·axis|, 6) flips pores from streaks to open cells and dulls the colour on cut faces.
  4. Rings. Drift the pith with two slow fields, radius=|(cross2+(-drift, offAxis+0.48))*(1,0.56)|, growth=radius*ringFreq plus fbm wobble (±1.25 rings), ring=floor(growth), phase=fract. Each ring draws its own width from annual noise: lateWidth=0.065+annual*0.21. Latewood is a steep smoothstep(0.94-w, 0.97-w, phase) cut off by 1-smoothstep(0.965,1,phase). Small offAxis gives cathedral arcs; large offAxis gives straight quarter-sawn lines.
  5. Detail layers, each faded by its own footprint (fwidth of growth, length(dFdx,dFdy) of the pore, fibre and ray coordinates):

Read the full file on GitHub · 86 lines

Files

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.

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. 22d ago First seen · 86 lines · 105 tokens per session scan A 0f7748f4e947

Subscribe to this mod's changes

3d-wood-material is a skill published in the GitHub repository MengTo/Skills (6,944 stars, last pushed 4d ago), licensed MIT. It adds 105 tokens to every session and 3,272 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-01.

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