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Threejs Procedural Fields

skill-scottstts-threejs-awesome-graphics-agent-skills-threejs-procedural-fields · by scottstts

Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, and any visual where several channels must derive from shared causes.

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Install

$ agentstack add skill-scottstts-threejs-awesome-graphics-agent-skills-threejs-procedural-fields

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Security review

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No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Procedural Fields

Do not start by stacking noise. Start by defining the fields the object physically or stylistically needs.

Field contract

Before shader code, write a field bundle:

coordinates
  → macro form
  → meso structure
  → derived causes
  → material channels

Example:

sphereDirection
  → warpedDirection
  → elevation + ridges + craterDepth
  → slope + cavity + latitude + moisture
  → biome + color + roughness + bump

Required workflow

  1. Choose coordinates that remain stable under camera and object motion.
  2. Lock real or perceptual scale for each frequency band.
  3. Create named primary fields. Never hide the whole look in one expression.
  4. Derive secondary fields from causes: slope from normals, shore from sea-level distance, wear from exposure, dirt from cavity.
  5. Reuse the same fields across color, roughness, normal, displacement, emission, and scattering.
  6. Add debug output for every named field.
  7. Filter high-frequency fields by derivatives, tessellation density, or camera distance.

Read [references/field-stack-recipes.md](references/field-stack-recipes.md) before implementation. It records sphere, terrain, water, and structured-placement field contracts plus common parity defects.

Read the [procedural planet surface](../threejs-procedural-planets/examples/procedural-planet-surface/planet-system.js) for a shared CPU/GLSL field bundle whose height, continents, climate, biomes, roughness, and normals remain independently inspectable.

Non-negotiable rules

  • Independent noise per channel produces visual soup. Share structure.
  • Domain warp the coordinates, not every result.
  • Warp spherical coordinates tangentially, then renormalize.
  • Use different frequency bands for silhouette, regions, surface breakup, and micro-normal.
  • Do not displace geometry with frequencies the mesh cannot represent.
  • Keep categorical masks broad enough to avoid isolated “bubble” regions.
  • Parameter names must describe perception: ridgeWidth, coastBlend, cavityDarkening, not noise3Amount.

Routing boundary

Use this skill when the shared field model is the task. Use $threejs-procedural-materials when the task is channel assembly and material response, and $threejs-procedural-planets when the deliverable is a complete planetary body.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.