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Threejs Procedural Vfx

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

Author production real-time VFX in Three.js. Use for ship-conforming reentry plasma, generated capsule wakes, instanced analytic sparks, timed dissolving debris, dense-swap effect pools, and explicit scene-relative HDR emission hierarchy.

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Install

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

✓ 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.

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About

Procedural VFX

Build effects from an event envelope, motion field, geometry representation, and shading response. Avoid independent particle emitters that happen to share a color.

Effect graph

ship/event state
  → effect-specific geometry or instance attributes
  → flow-facing masks or analytic age
  → material response
  → pool/lifetime ownership
  → HDR and bloom contribution

Read [references/procedural-vfx-system.md](references/procedural-vfx-system.md) for ship-conforming reentry shells, capsule wakes, dense instanced spark/debris pools, HDR hierarchy, and implementation limits.

Read the [reentry plasma implementation](examples/reentry-plasma/reentry-plasma.js) for closed layered wake shells, flow-axis deformation, advected filament fields, opacity shaping, and additive emission diagnostics.

Rules

  • Every layer must have a role in silhouette, motion, illumination, or residue.
  • Use normalized lifetime curves instead of scattered time constants.
  • Derive secondary motion from the same flow or event direction.
  • Keep bloom as a response to HDR emission, not as the effect's only shape.
  • Pool instances and trails; do not allocate per burst.
  • Expose spawn, simulation, overdraw, and luminance debug views.
  • Include a non-bloom baseline that remains legible.

Routing boundary

Use $threejs-temporal-surfaces only for the screen-space frost/touch-history pipeline. Keep ship-space plasma, generated wakes, sparks, and pooled debris in this skill.

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.