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 ouzlifaneyassine1-dot/onyx-engine --skill organic-modelgit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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/ouzlifaneyassine1-dot/onyx-engine/organic-model)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/organic-model"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/organic-model/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/ouzlifaneyassine1-dot/onyx-engine/organic-model"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/organic-model.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 | $0.00089 | $0.03120 |
| Opus 5 | $0.00044 | $0.01560 |
| Sonnet 5 | $0.00018 | $0.00624 |
| Haiku 4.5 | $0.00009 | $0.00312 |
Grade A, and why
organic-model 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 10d 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.
This is a copy
88% identical to organic-model — 57 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 194 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Organic Model — Easy-Mode 3D Generation
Organic shapes (trees, rocks, mushrooms, coral, alien flora, crystals, vines, bones) are the most forgiving category for AI 3D generation. Lumps look natural. Asymmetry looks natural. Smoothing-group artifacts read as bark texture. The "melted" look that ruins vehicles and characters is fine on a mossy boulder.
This is the cheapest, fastest way to fill out a scene. Use it liberally — it's the recommended go-to when the user says "this scene feels empty". Each generation is ~$0.30–0.50, and the failure rate is the lowest of any 3D-asset family.
Backing tool: onyx_generate_3d. Default hunyuan is great here, but trellis is faster and quality difference is mostly invisible on organic shapes — trellis is the recommended pick when generating many at once.
When to use
- "Make me a pine tree."
- "Generate five different rocks I can scatter."
- "I need glowing mushrooms for the cave."
- "Fill this forest scene with foliage."
- "Alien plants for the planet surface."
- "Coral for the underwater level."
- The user wants visual density without spending a lot of money or time.
When NOT to use
- Character (humanoid, even if "tree-person") →
onyx:3d-assets/character-model(rigging matters). - Vehicle, weapon, hard-surface object →
onyx:3d-assets/prop-modeloronyx:3d-assets/vehicle-model. - Tileable ground (grass field, sand) →
onyx:asset-pipeline/asset-strategyPipeline 2 (textures, not meshes). - Animated organic (Venus fly trap that opens, breathing pod) → generate static here, animate in-engine with bones or shape keys.
- A single hero-tree centerpiece (Yggdrasil, the One Tree) — generate via
onyx:3d-assets/prop-modelwith higher polycount and detail attention.
Polycount targets
Organic geometry tolerates aggressive polycount cuts because the silhouette is irregular — viewers can't spot poly-count drops the way they spot a low-poly cylinder.
| Use case | Tris | Pass via |
|---|---|---|
| Hero tree (mid-distance, prominent) | 4k–8k | target_polycount: 6000 |
| Background tree (forest filler) | 1k–3k | target_polycount: 2000 |
| Distant tree (use billboard imposter) | 200–500 | target_polycount: 400 |
| Large rock / boulder | 800–2000 | target_polycount: 1500 |
| Small organic (mushroom, fruit, crystal) | 300–1000 | target_polycount: 600 |
| Vine / branch decoration | 200–500 | target_polycount: 400 |
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.
- 10d ago First seen · 194 lines · 89 tokens per session scan A 1e8b737a4773
organic-model is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 89 tokens to every session and 3,120 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 88% identical to organic-model, differing in 57 lines, and is treated as a copy.
Other skills, from other repositories
character-model
Use when generating a humanoid character ready for animation — player avatar, NPC, enemy, boss, companion. Generates a T-pose reference image, gates an un-rigged preview past the user, then runs the Meshy auto-rig pass and wires the result as a CharacterBody3D (movement) or Node3D (cinematic). Trigger on "make a…
environment-kit
Use when generating a modular environment kit — wall pieces, floor tiles, pillars, doors, arches, corner blocks that snap together to form a level. Multiple meshes that share a visual style. Trigger on "build a dungeon kit", "modular walls", "level kit", "tileset", "interior pieces", "snap-together pieces", "make a…
organic-model
Use when generating organic shapes — trees, rocks, mushrooms, coral, bushes, alien plants, vines, crystals, fruit, bones. The "easy mode" of 3D generation; AI artifacts read as natural irregularity. Trigger on "make a tree", "generate rocks", "I need foliage", "mushroom prop", "alien plants", "fill the scene with…
vehicle-model
Use when generating a hard-surface vehicle — car, motorcycle, spaceship, hover bike, boat, mech, tank, helicopter. Static mesh, optional secondary detail-texture pass, wired as Vehicle3D (player-driven) or MeshInstance3D (background). Trigger on "make a car", "spaceship model", "generate a mech", "I need a vehicle"…
html-ppt-zhangzara-8-bit-orbit
A gamer's journey building a retro-arcade collection — the obsession, the hunt, and what the machines came to mean. Built as a decision-grade story deck for friends, hobby community.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.