threejs-volumetric-clouds

threejs-volumetric-clouds is a skill for Codex from scottstts/Threejs-Awesome-Graphics-Agent-Skills. It costs 55 tokens per session (517 once invoked), scanned A, original, MIT.

A guide for building cloud visuals in Three.js, a JavaScript library for displaying 3D graphics in a web browser.

In plain words
What is it for?
Use it when implementing weather-driven cloud layers, cloud lighting, cloud shadows, or low-resolution rendering that is improved over successive frames.
Why use it?
It provides an organized approach for making clouds look detailed, lit, stable over time, and efficient to render. It also covers weather effects, cloud shadows, and different quality levels.

Skill for Codex

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

Good fit Use it when implementing weather-driven cloud layers, cloud lighting, cloud shadows, or low-resolution rendering that is improved over successive frames.

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Install with agentmods
npx agentmods add skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-volumetric-clouds
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-volumetric-clouds
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.

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README.md
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<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-volumetric-clouds"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-volumetric-clouds.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 55 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 517 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 $0.00055 $0.00517
Opus 5 $0.00028 $0.00259
Sonnet 5 $0.00011 $0.00103
Haiku 4.5 $0.00006 $0.00052

Measured 13d ago against content hash 902888984f40, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

threejs-volumetric-clouds 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 13d ago.

The scan reads SKILL.md. This mod also ships 40 executable files (examples/weather-volume-clouds/cloud-effect.js, examples/weather-volume-clouds/source/atmosphere/AerialPerspectiveEffect.ts, examples/weather-volume-clouds/source/atmosphere/AtmosphereMaterialBase.ts, …), 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-volumetric-clouds/SKILL.md · 57 lines

How it starts

The opening of the file, as written. The whole thing — 57 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Volumetric Clouds

Cloud quality comes from density organization, lighting, and temporal stability—not from increasing march steps over unstructured noise.

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.

System order

  1. Define the cloud volume and layer bounds.
  2. Generate or source weather, base-shape, detail, and turbulence fields.
  3. Build a density function with vertical and weather profiles.
  4. Raymarch only the bounded occupied segment.
  5. Integrate transmittance and lighting front-to-back.
  6. Reconstruct low-resolution output temporally.
  7. Project a separate low-cost cloud-shadow solution.

Read references/weather-volume-and-reconstruction.md before implementing or auditing the cloud system.

Read the weather volume cloud entry and its source/ modules for weather-layer ownership, spherical shell bounds, authored shape/detail sampling, cloud shadow maps, temporal upscale, atmospheric composition, and package-owned diagnostics.

Required controls

  • coverage, cloud type, precipitation, and anvil bias;
  • base/top altitude and vertical density profile;
  • shape/detail scales and erosion;
  • wind for each field;
  • primary step count, light step count, and empty-space policy;
  • history weight and disocclusion threshold;
  • cloud-shadow extent, resolution, and update rate.

Failure conditions

  • density is only fbm(position);
  • the raymarch traverses the full camera range;
  • detail noise adds density instead of eroding shaped masses;
  • temporal history is accepted across disocclusion;
  • shadows use the full beauty raymarch;
  • every cloud layer shares the same wind and density profile.

Routing boundary

Use $threejs-atmosphere-aerial-perspective for molecular/aerosol scattering without weather density. Use $threejs-procedural-vfx for emissive aurora curtain slabs or bounded interactive voxel fire and smoke with velocity, pressure, emitter, and collision fields. This skill owns weather-shaped cloud volumes, reconstruction, cloud lighting, and cloud shadows.

Read the full file on GitHub · 57 lines

Files

What ships with it

60 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. 13d ago First seen · 57 lines · 55 tokens per session scan A 902888984f40

Subscribe to this mod's changes

threejs-volumetric-clouds is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (804 stars, last pushed 2d ago), licensed MIT. It adds 55 tokens to every session and 517 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.

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