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SKILL verified MIT Self-run

Threejs Procedural Vegetation

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

Generate authored procedural trees, grass, and vegetation in Three.js. Use for stylized meadow grass, trunks, recursive branches, roots, canopies, leaf cards, species presets, growth forces, trellises, deterministic variation, rooted blade/leaf wind, and wind deformation.

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Install

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

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

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.

View the full security report →

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Reliability & compatibility

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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Procedural Vegetation

Represent a plant as a growth hierarchy plus rendering adaptations. Do not model it as randomly scattered cylinders.

Build sequence

  1. Define a per-level species table: length, radius, taper, child count, emergence range, angle, twist, gnarliness, sections, radial segments.
  2. Grow branches iteratively from a queue so recursion depth and budgets remain inspectable.
  3. Emit each branch as oriented rings with an intentional UV seam.
  4. Update section orientation from:
  • inherited direction;
  • stochastic curvature;
  • tropism or external force;
  • optional attraction constraints.
  1. Spawn children with stratified longitudinal slots and independently permuted angular slots.
  2. Generate leaves only after branch topology is stable.
  3. Build foliage normals from both card orientation and local crown volume.
  4. Choose wind scope explicitly. Leaf-root deformation, branch hierarchy deformation, and whole-tree sway are separate systems.

Read [references/structured-ash-growth-system.md](references/structured-ash-growth-system.md) and preserve its preset, continuation, child-placement, leaf, material, wind, and composition contracts before tuning.

Read the [Ash Growth System implementation](examples/structured-ash-growth/tree-system.js) with its [authored preset](examples/structured-ash-growth/ash-preset.js) for a contract-accurate implementation and its diagnostic attributes.

Read the [stylized meadow grass implementation](examples/stylized-meadow-grass/grass-system.js) for authored blade-cluster geometry with a procedural fallback, image-driven path masking, per-instance origin/facing attributes, circular-arc rooted wind, gust fronts, tip flutter, color clumps, macro variation, translucency, and rim diagnostics.

Visual failure conditions

  • branches form visible helices;
  • every child emerges at the same relative height;
  • bark texture scale changes with branch radius;
  • leaves reveal flat card normals under rotation;
  • leaf wind moves card roots instead of remaining anchored;
  • branch wind is claimed to match a reference whose branches are static;
  • different seeds change species identity rather than controlled variation;
  • geometry cost grows without a per-level budget.

Routing boundary

Use $threejs-procedural-geometry for generic branch-ring emission without a growth model. This skill owns species tables, topology, child placement, foliage, grass fields, roots, and hierarchical/rooted wind.

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.