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.
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 MengTo/Skills --skill 3d-wood-materialgit clone --depth 1 https://github.com/MengTo/SkillsWrote 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/mengto/skills/3d-wood-material)<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.
<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>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 | $0.00105 | $0.03272 |
| Opus 5.5 | $0.00042 | $0.01309 |
| Sonnet 5.5 | $0.00021 | $0.00654 |
| Haiku 4.5 | $0.00011 | $0.00327 |
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 | 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
- Patch, do not replace. Build
MeshPhysicalMaterial({color:0xffffff, roughness:max(0.43,r), ior:1.43, specularIntensity:0.72})and edit it inonBeforeCompile:#include <map_fragment>multipliesdiffuseColorby the wood colour,#include <roughnessmap_fragment>setsroughnessFactor=clamp(roughness*W.rough,0.35,1),#include <normal_fragment_maps>replaces the normal with a screen-space bump of the wood heightW.h. Lighting, shadows, IBL and tone-mapping stay stock. The vertex stage only passes object-space positionvOPand the object normal. - Bake one field. A 1024²
RepeatWrapping,LinearMipmapLinear,NoColorSpacerender target of periodic gradient noise (period 64, three octaves:.rbase,.gfbm 0.60/0.27/0.13,.ba shifted copy). Reading it astexture(p/64)costs one tap. All timber shares it; per-board difference is a seed offset, not a texture. - Grain axis.
uAxis0/1/2 picks the log axis;alongis that coordinate andcross2the other two.endgrain = pow(|n·axis|, 6)flips pores from streaks to open cells and dulls the colour on cut faces. - Rings. Drift the pith with two slow fields,
radius=|(cross2+(-drift, offAxis+0.48))*(1,0.56)|,growth=radius*ringFreqplus fbm wobble (±1.25rings),ring=floor(growth),phase=fract. Each ring draws its own width fromannualnoise:lateWidth=0.065+annual*0.21. Latewood is a steepsmoothstep(0.94-w, 0.97-w, phase)cut off by1-smoothstep(0.965,1,phase). SmalloffAxisgives cathedral arcs; largeoffAxisgives straight quarter-sawn lines. - Detail layers, each faded by its own footprint (
fwidthof growth,length(dFdx,dFdy)of the pore, fibre and ray coordinates):
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.
- 22d ago First seen · 86 lines · 105 tokens per session scan A 0f7748f4e947
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.
Other skills, from other repositories
webgl-holographic-foil
A self-contained WebGL2 hero: thin-film interference over a crushed-foil surface whose palette shifts with the viewing angle; move the cursor to tilt the film.
html-ppt-hermes-cyber-terminal
OpenDesign + BYOK: choosing and wiring your own model, hands-on — cost, quality, and the routing decision. Built as a decision-grade AI literacy deck for engineers, IT, applied-AI teams.
html-ppt-taste-brutalist
16:9 HTML deck in tactical-telemetry / CRT-terminal taste. Deactivated-CRT charcoal slides, white-phosphor monospace, hazard-red accent, scanline overlay, ASCII syntax, density over decoration. Distilled from Leonxlnx/taste-skill brutalist-skill (Tactical Telemetry mode).
visual-ralph
Visual Ralph orchestration for frontend UI from generated references, static references, or live URL targets, using $ultragoal with built-in visual verdict and pixel-diff evidence until the implementation matches and leaves a reproducible design system.
glance-canonical-layouts
Use this skill to create home screen widgets using Jetpack Glance Canonical Layouts from the Android Platform Samples project, or when asked to implement standard widget layout patterns (including Check List, Image Grid, Snap Scrolling, and Standard Toolbar).
accessibility
Consolidated accessibility skill entrypoint for WCAG 2.2, ARIA Authoring Practices, cognitive accessibility, Section 508, EN 301 549, design intent verification, and the Accessibility Planner workflow.