Install
$ agentstack add skill-scottstts-threejs-awesome-graphics-agent-skills-threejs-procedural-planets ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo 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.
About
Procedural Planets
Build a planet as a coupled field system evaluated on a unit direction. The same geological causes must drive geometry, color, roughness, normal, atmosphere handoff, and distance filtering.
Required build order
- Establish planet-space direction, radius, sea level, and world-unit scale.
- Build macro silhouette fields before any surface material.
- Add named geological structures: continents, basins, ridges, craters, lava fields, or ice.
- Derive slope, cavity, altitude, latitude, exposure, and shoreline fields.
- Classify broad biomes from those causes.
- Derive displacement, color, roughness, and normal from the shared field bundle.
- Filter bands by represented mesh scale and camera altitude.
- Couple the material to atmosphere and lighting using the same planet transform.
Read [references/planet-field-and-atmosphere-systems.md](references/planet-field-and-atmosphere-systems.md) for terrain, biome, gas-giant, material, altitude-LOD, and atmosphere-handoff mechanisms, including a known CPU/GPU field-parity failure mode.
Read the [procedural planet surface implementation](examples/procedural-planet-surface/planet-system.js) and its [shared terrain field](examples/procedural-planet-surface/terrain-field.js) for undeformed sphere coordinates, shared CPU/GLSL terrain, coupled biome and material causes, derivative bump, and altitude-filtered detail.
Non-negotiable constraints
- Domain-warp tangentially and renormalize; do not distort the sphere radially.
- Craters need floor, wall, rim, and optional ejecta—not dark circles.
- Continents and biomes must be region fields, not isolated threshold bubbles.
- Geometry displacement and shader normals must describe the same height function.
- Close detail may disappear with altitude; the macro silhouette may not.
- Expose individual field views and a displacement exaggeration mode.
Completion test
The body must remain intentional in:
- unlit silhouette;
- flat albedo with no atmosphere;
- grazing directional light;
- orbit view;
- close approach;
- biome-mask and normal-only views;
- at least three seeds without losing the chosen planetary identity.
Routing boundary
Use $threejs-procedural-fields for a reusable field bundle without a complete body, and $threejs-atmosphere-aerial-perspective for scattering independent of planet generation. This skill owns the coupled planetary surface.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: scottstts
- Source: scottstts/Threejs-Awesome-Graphics-Agent-Skills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.