AgentStack
SKILL verified MIT Self-run

Threejs Skill Router

skill-scottstts-threejs-awesome-graphics-agent-skills-threejs-skill-router · by scottstts

Route ambitious Three.js graphics work to the smallest expert skill set. Use for new visual experiences, graphics rewrites, reference matching, or requests spanning geometry, materials, atmosphere, shadows, temporal effects, and final image treatment.

No reviews yet
0 installs
8 views
0.0% view→install

Install

$ agentstack add skill-scottstts-threejs-awesome-graphics-agent-skills-threejs-skill-router

✓ 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.

Are you the author of Threejs Skill Router? Claim this listing to set pricing, connect Stripe payouts, and keep 70% of every sale.
Sign up to claim

About

Three.js Visual Skill Router

Treat the model's Three.js knowledge and official documentation as prerequisites. Load only the expertise that changes the visual result.

Route by the visual system being authored

| Required result | Load | | --- | --- | | shot composition, chase/side/orbit rigs, camera handoffs, projection ownership, pointer look, floating origins | $threejs-camera-direction | | launch and docking timelines, procedural transform phases, springs, staging, rotating-frame alignment, debris motion | $threejs-procedural-animation | | reusable scalar/vector fields, domain warping, causal masks, procedural normals | $threejs-procedural-fields | | atlas-filtered blocks, planetary surfaces, terrain wetness, lava/emissive procedural surfaces, authored frame PBR, specular AA | $threejs-procedural-materials | | sculpted rails/frames, branch rings, semantic mesh writers, material groups | $threejs-procedural-geometry | | trees, stylized grass, branching organisms, roots, foliage, rooted wind deformation | $threejs-procedural-vegetation | | buildings, façade grammars, profiles, ornaments, modular mesh writers | $threejs-procedural-architecture | | planets, terrain, craters, biome fields, coastlines, spherical detail | $threejs-procedural-planets | | sky scattering, planetary shells, depth-based aerial perspective | $threejs-atmosphere-aerial-perspective | | weather-driven raymarched clouds and cloud shadows | $threejs-volumetric-clouds | | FFT oceans, hybrid FFT/Gerstner clear water, stylized above/below ocean optics, spectral cascades, choppy derivatives, Jacobian whitecaps | $threejs-spectral-ocean | | authored analytic waves, bounded heightfield pools, object ripples, differential-area caustics, ray-traced pool volume optics, shared normals, heuristic refraction, fallback absorption, crest foam | $threejs-water-optics | | curved-ray black holes, accretion disks, wormholes | $threejs-raymarched-space-effects | | particles, trails, plasma, shockwaves, layered event effects | $threejs-procedural-vfx | | accumulated screen frost, touch clearing, reduced blur, and refraction masks | $threejs-temporal-surfaces | | stable large-world shadows, cascades, clipmaps, cached updates | $threejs-shadow-systems | | GTAO, bent normals, bilateral reconstruction | $threejs-screen-space-ambient-occlusion | | HDR bloom and selective emission contribution | $threejs-bloom | | eye adaptation, tone mapping, LUT grading, output color | $threejs-exposure-color-grading | | shared depth/normal/velocity ownership and multi-pass ordering | $threejs-image-pipeline | | fixed-view diagnostics, seed sweeps, temporal and budget evidence | $threejs-visual-validation |

Execution order

For a new procedural scene:

  1. Define a visual contract: subject, scale, camera distance, motion, and target frame budget.
  2. Load $threejs-camera-direction when framing, lens, camera frame, or mode transitions affect the target.
  3. Load the subject-generation skill.
  4. Add $threejs-procedural-animation when object motion requires authored phases, moving frames, or spring convergence.
  5. Add $threejs-procedural-fields when multiple visual channels must share coherent structure.
  6. Add lighting/shadows and atmosphere only after silhouette and material masks read without effects.
  7. Add $threejs-image-pipeline last.
  8. Load only the atomic image effects actually needed.
  9. Use $threejs-visual-validation for a deterministic evidence set.

Routing constraints

  • Do not load a skill for API setup alone. Inspect the installed Three.js version and use official docs.
  • Do not route “make it beautiful” directly to post-processing. Find the missing authored system.
  • Prefer one strong, inspectable visual rule over several independent noise layers.
  • When adapting a supplied reference, preserve the mechanism that creates its character. Do not reduce it to a generic effect category.
  • Keep source-space, world-space, and screen-space systems separate unless the composition explicitly requires coupling.
  • If no retained skill matches, state that the pack lacks expert coverage for that system. Do not stretch the nearest skill to cover it.

Acceptance gate

A routed task is incomplete until the implementation exposes:

  • deterministic seed or reproducible inputs;
  • visual debug modes for its controlling fields;
  • parameters grouped by perceptual role;
  • an intentional mechanism-backed quality or resolution tier when the system defines one;
  • a no-post baseline that still reads.

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.

Reviews

No reviews yet — be the first.

Versions

  • v0.1.0 Imported from the upstream source.