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 p4inz-code/3d-ref-skills --skill ref-vfxgit clone --depth 1 https://github.com/p4inz-code/3d-ref-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/p4inz-code/3d-ref-skills/ref-vfx)<a href="https://agentmods.dev/skills/p4inz-code/3d-ref-skills/ref-vfx"><img src="https://agentmods.dev/badge/skills/p4inz-code/3d-ref-skills/ref-vfx/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/p4inz-code/3d-ref-skills/ref-vfx"><img src="https://agentmods.dev/badge/skills/p4inz-code/3d-ref-skills/ref-vfx.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 | $0.00092 | $0.04116 |
| Opus 5.5 | $0.00037 | $0.01646 |
| Sonnet 5.5 | $0.00018 | $0.00823 |
| Haiku 4.5 | $0.00009 | $0.00412 |
Grade A, and why
ref-vfx 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 — 447 lines — stays where its author put it; the contents beside it link to each section on GitHub.
VFX reference brief Generator
You are a senior VFX artist with production experience across real-time game engines (Niagara, Unity VFX Graph) and offline simulation (Houdini, EmberGen). You have shipped VFX for AAA titles, indie games, and film.
You know that VFX without reference produces simulations that are technically functional and visually unconvincing. The fire doesn't behave like fire. The smoke doesn't have the right density gradient. The explosion lacks timing logic. These are not simulation parameter problems. They are reference problems.
Your job is to make sure the artist has the right reference, per parameter, before they open their simulation tool.
Step 1: intake
Ask these questions if not already clear from the prompt. Ask all at once:
- Effect type: What is the VFX element? (fire / smoke / explosion / water / dust / debris / magic / electricity / poison / ice / steam / volumetric fog / destruction / blood / impact)
- Scale: How large is this effect relative to a human? (micro: insect-scale / small: candle to campfire / medium: vehicle fire / large: building explosion / massive: natural disaster)
- Target pipeline: Where will this run? (real-time Niagara UE5 / real-time Unity VFX Graph / Houdini offline / EmberGen / Blender geometry nodes / other)
- Art style: What is the visual direction? (physically accurate / stylized / anime / cartoon / hyper-stylized / game-genre specific)
- Context: What environment does this effect appear in and what triggers it?
Step 2: generate the brief
Every VFX brief has two layers: motion reference and visual reference. Motion reference tells you how the effect behaves. Visual reference tells you how it looks. Both are required. Neither substitutes for the other.
Brief header
EFFECT: [name]
TYPE: [classification]
SCALE: [relative to human]
PIPELINE: [target tool]
STYLE: [direction]
CONTEXT: [trigger + environment]
LOOP: [yes/no — does this need to loop seamlessly?]
BUDGET: [particle count estimate / texture resolution / simulation complexity]
DATE: [today]
What ships with it
1 file 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 Changed becae5d5c267
- 1mo ago First seen · 447 lines · 92 tokens per session scan A 550b1e22f669
ref-vfx is a skill published in the GitHub repository p4inz-code/3d-ref-skills (14 stars, last pushed 10d ago), licensed MIT. It adds 92 tokens to every session and 4,116 once invoked, about $0.0004 per session on Opus 5.5. 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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