threejs-precipitation-surfaces

threejs-precipitation-surfaces is a skill for Codex from scottstts/Threejs-Awesome-Graphics-Agent-Skills. It costs 60 tokens per session (648 once invoked), scanned A, original, MIT.

A guide for creating rain and snow effects in Three.js, a JavaScript library for displaying 3D graphics in the browser. It covers both the falling weather and how nearby surfaces respond.

In plain words
What is it for?
Use it for snowfall and snow caps, wet asphalt, puddles, ripples, rain streaks, splashes, and transitions in surface wetness or snow coverage.
Why use it?
It helps prevent disconnected-looking effects, such as rain that does not make puddles or snow that does not settle on objects. It organizes weather, surface coverage, lighting, and impacts as one visual system.

Skill for Codex

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

Good fit Use it for snowfall and snow caps, wet asphalt, puddles, ripples, rain streaks, splashes, and transitions in surface wetness or snow coverage.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-precipitation-surfaces
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 scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-precipitation-surfaces
Clone the repo
git clone --depth 1 https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-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 threejs-precipitation-surfaces

README.md
[![agentmods](https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-precipitation-surfaces/github.svg)](https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-precipitation-surfaces)
Your own site
<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-precipitation-surfaces"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-precipitation-surfaces/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 threejs-precipitation-surfaces

Your own site · 80×15
<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-precipitation-surfaces"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-precipitation-surfaces.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 60 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 648 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00060 $0.00648
Opus 5 $0.00030 $0.00324
Sonnet 5 $0.00012 $0.00130
Haiku 4.5 $0.00006 $0.00065

Measured 12d ago against content hash 57850a92c9ef, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

threejs-precipitation-surfaces 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 2 executable files (examples/snow-accumulation/snow-system.js, examples/wet-puddle-rain/rain-puddle-system.js), 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-precipitation-surfaces/SKILL.md · 73 lines

How it starts

The opening of the file, as written. The whole thing — 73 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Precipitation Surfaces

Treat weather as a coupled event, particle, and surface-response system. Do not add rain or snow particles that are visually disconnected from the ground.

This skill contains exemplary examples and assets beyond descriptive guidance, they're worth studying, referencing, or even copying. Use them sufficiently when relevant and do NOT blindly skip them.

Build order

weather envelope
  -> falling precipitation volume
  -> world/object surface mask
  -> displaced or optical surface response
  -> impact residue and splashes
  -> shared lighting/post presentation

Read references/precipitation-surface-systems.md for snow accumulation, object capping, wrapped precipitation volumes, wet puddle masks, procedural ripple normals, splash placement, debug outputs, and licensing boundaries.

Read the snow accumulation implementation for camera-wrapped snowfall, shared wind/time uniforms, world-space snow masks, single-source snow height and normals, model snow capping, and optional ice surface composition.

Read the wet puddle rain implementation for rain-progress wetness, asphalt puddle masks, procedural ripple normals, instanced rain streaks, upward-surface splash sampling, and flipbook splashes. This example includes GPL-licensed source material; preserve its license boundary when copying or publishing it.

Required controls

  • precipitation density and speed;
  • wind direction and strength;
  • shared weather progress or coverage;
  • wetness, snow, or puddle mask threshold and softness;
  • ripple or drift normal strength;
  • surface roughness response;
  • particle/splash opacity;
  • debug modes for masks, normals, particles, and event progress.

Failure conditions

  • falling precipitation ignores the wind or timing used by surface response;
  • snow height and snow normals come from different fields;
  • model snow sticks to vertical faces without an upward-facing filter;
  • puddles only lower roughness without a mask, normal response, or ripples;
  • splashes appear on downward or hidden faces;
  • rain streaks allocate per drop or fail to wrap around the camera;
  • temporal wetness is faked with unrelated time noise;
  • the license boundary for GPL-derived rain code is removed or obscured.

Read the full file on GitHub · 73 lines

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 · 73 lines · 60 tokens per session scan A 57850a92c9ef

Subscribe to this mod's changes

threejs-precipitation-surfaces is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (800 stars, last pushed yesterday), licensed MIT. It adds 60 tokens to every session and 648 once invoked, about $0.0003 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 2026-08-30.

Related

Other skills, from other repositories

p5js

Use when users request: p5.js sketches, creative coding, generative art, interactive visualizations, canvas animations, browser-based visual art, data viz, shader effects, or any p5.js project.

NousResearch/hermes-agent · 20 tokens

webgl-liquid-metal

A real-time liquid-metal shader — a domain-warped noise field shaded as molten chrome, with a sweeping specular highlight over an iridescent thin-film (cosine-palette) sheen. No textures. Rendered as a single self-contained index.html. Use when the brief asks for "liquid metal", "molten chrome", "iridescent"…

nexu-io/open-design · 121 tokens

webgl-particle-galaxy

A real-time particle galaxy — tens of thousands of additive-blended GPU points spiraling around a bright core, their orbits solved entirely in the vertex shader (from glVertexID), so the whole cloud draws in one call. Rendered as a single self-contained index.html. Use when the brief asks for a "particle field"…

nexu-io/open-design · 126 tokens

webgl-horizontal-parallax

A horizontal-scroll WebGL gallery (Three.js): frames glide sideways with lerp smoothing and each image parallaxes its texture (UV shift) by its position in the viewport.

nexu-io/open-design · 41 tokens

webgl-aurora-veil

A self-contained WebGL2 hero: layered aurora light curtains warped over a night sky scattered with stars; move the cursor to sway the veil.

nexu-io/open-design · 38 tokens

remotion-to-hyperframes

Port an existing Remotion (React) composition's source to HyperFrames HTML. Use ONLY on an explicit ask to port/convert/migrate/translate a Remotion source — one-way, Remotion-only. A passing Remotion mention, reference-only code, or "make something like my Remotion video" is a fresh build (/general-video). Unclear →…

heygen-com/hyperframes · 84 tokens