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Threejs Raymarched Space Effects

skill-scottstts-threejs-awesome-graphics-agent-skills-threejs-raymarched-space-effects · by scottstts

Build raymarched space phenomena in Three.js. Use for black-hole lensing, accretion disks, wormholes, curved-ray integration, procedural star fields, relativistic-looking distortion, bounded volumetric structures, and GPU effects that need controlled numerical integration.

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Install

$ agentstack add skill-scottstts-threejs-awesome-graphics-agent-skills-threejs-raymarched-space-effects

✓ 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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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

Raymarched Space Effects

Treat these effects as numerical renderers with explicit integration state. The visual character depends on coordinate choice, step policy, and how rays interact with emissive structures.

Workflow

  1. Define the effect-space transform and camera ray.
  2. Choose a physical, physically inspired, or purely artistic bending model.
  3. Bound the integration domain.
  4. Track ray position, direction, throughput, and accumulated radiance.
  5. Detect crossings with disks, shells, throats, or event boundaries.
  6. Sample the background only after integration terminates.
  7. Add diagnostics for trajectory, step count, and termination reason.

Read [references/curved-ray-integrators.md](references/curved-ray-integrators.md) for the RK4 wormhole, artistic curved-ray accretion integrator, disk composition, and implementation defects.

Read the [curved-ray accretion volume](examples/curved-ray-accretion-volume/curved-ray-effect.js) for the inverse-square steering loop, thin disk density, front-to-back accumulation, deterministic star environment, and integrator diagnostics.

Constraints

  • Do not call a UV swirl “gravitational lensing.”
  • Cap iterations and provide early termination.
  • Use continuous crossing tests for thin structures.
  • Keep numerical stability independent from frame rate.
  • Separate the integrator from shading of the accretion disk or wormhole interior.
  • Provide a cheaper approximation for non-hero views.

Routing boundary

Use $threejs-procedural-vfx for ordinary particles, trails, plasma, and event effects. This skill is for per-pixel numerical ray integration through curved or bounded space-effect domains.

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.