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scottstts

22 listings · 0 installs

Open-source publisher. Listings imported from github.com/scottstts — credited to the original author with their license.

↗ github.com/scottstts
22 results
Self-run
SKILL

Threejs Camera Direction

Direct advanced Three.js camera systems. Use for scale-aware chase rigs, thrust lag, side/orbit cameras, body-relative up vectors, quaternion handoffs, authored cinematic framing, floating origins, pointer-look controls, camera collision constraints, projection ownership, and lifecycle restoration.

0
15
Free
Self-run
SKILL

Threejs Image Pipeline

Build a deliberate final-image pipeline for advanced Three.js scenes. Use for depth, normal, albedo, and history ownership; GTAO or bent normals; bloom; eye adaptation; tone mapping; 3D LUT grading; effect-local render targets; and pass diagnostics.

0
5
Free
Self-run
SKILL

Threejs Screen Space Ambient Occlusion

Implement a production GTAO path in Three.js. Use for half-resolution horizon sampling, reversed-depth reconstruction, bent-normal encoding, full-resolution bilateral reconstruction, environment-light application, contact grounding, and halo diagnosis.

0
9
Free
Self-run
SKILL

Threejs Visual Validation

Validate advanced Three.js graphics as authored systems rather than subjective screenshots. Use for fixed-view visual contracts, field and pass diagnostics, no-post baselines, seed sweeps, camera-scale tests, temporal stability checks, GPU budgets, and regression evidence for procedural scenes.

0
8
Free
Self-run
SKILL

Threejs Procedural Animation

Build advanced procedural animation in Three.js. Use for launch kinematics, gravity turns, staging, spin docking, target-frame decomposition, spring-follow motion, rotating-frame alignment, peeling debris, analytic transform timelines, frame-rate-independent response, and quaternion control.

0
9
Free
Self-run
SKILL

Threejs Shadow Systems

Implement stable, scalable directional-shadow systems for Three.js. Use for large procedural worlds, city scenes, terrain, moving cameras, WebGPU/TSL shadow nodes, cascades, cached clipmaps, texel stabilization, update budgets, and targeted invalidation.

0
8
Free
Self-run
SKILL

Threejs Atmosphere Aerial Perspective

Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space transitions, Rayleigh/Mie scattering, precomputed LUTs, depth-based transmittance and inscattering, sun/moon discs, and atmosphere-aware lighting.

0
11
Free
Self-run
SKILL

Threejs Temporal Surfaces

Build screen-space temporal surface effects in Three.js. Use for full-resolution touch-history ping-pong, frost and thaw masks, reduced-resolution separable blur, static crystalline structure targets, and two-scale normal-map refraction.

0
8
Free
Self-run
SKILL

Threejs Spectral Ocean

Build large procedural oceans in Three.js from directional wave spectra. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, hybrid FFT plus Gerstner clear-water oceans, stylized above/below surface ocean optics, choppy displacement, spectral derivatives, Jacobian whitecaps, temporal foam, analytic sky reflection, underwater absorption, crest scatter, and GPU validation.

0
9
Free
Self-run
SKILL

Threejs Procedural Planets

Author procedural planetary bodies in Three.js. Use for spherical terrain, continents, ridges, craters, biome masks, coastlines, material variation, analytic normals, altitude LOD, and bodies that must hold up from orbit through close approach.

0
14
Free
Self-run
SKILL

Threejs Procedural Geometry

Build production procedural mesh systems in Three.js. Use for sculpted rail and frame profiles, oriented branch rings, semantic mesh writers, deliberate skins and caps, UV density, custom normals, material slots, instancing decisions, and close-inspection geometry budgets.

0
10
Free
Self-run
SKILL

Threejs Exposure Color Grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

0
8
Free
Self-run
SKILL

Threejs Procedural Materials

Author production procedural materials in Three.js. Use for atlas filtering and specular AA, planet-space material fields, terrain wetness, lava and hot emissive procedural surfaces, raymarched material fields, per-instance dissolve, authored PBR identities, derivative normals, and custom direct-light shadow modulation.

0
7
Free
Self-run
SKILL

Threejs Procedural Architecture

Build authored procedural buildings and architectural kits in Three.js. Use for massing grammars, exposed-edge analysis, façade bays, profiles, arches, cornices, roofs, ornaments, material-slot mesh compilation, deterministic variants, and procedural city assets.

0
10
Free
Self-run
SKILL

Threejs Procedural Vegetation

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.

0
11
Free
Self-run
SKILL

Threejs Bloom

Implement production bloom in advanced Three.js scenes. Use for HDR signal ordering, bloom-node controls, dual selective bloom with guaranteed material restoration, scene-relative emissive hierarchy, and effect-isolation diagnostics.

0
10
Free
Self-run
SKILL

Threejs Procedural Vfx

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.

0
8
Free
Self-run
SKILL

Threejs Raymarched Space Effects

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.

0
10
Free
Self-run
SKILL

Threejs Volumetric Clouds

Implement volumetric cloud systems in Three.js. Use for weather-driven density, bounded raymarching, shape/detail erosion, vertical profiles, lighting cones, silver lining, temporal reconstruction, cloud shadows, multiple layers, and scalable quality modes.

0
13
Free
Self-run
SKILL

Threejs Procedural Fields

Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, and any visual where several channels must derive from shared causes.

0
11
Free
Self-run
SKILL

Threejs Water Optics

Build production analytic and bounded water in Three.js. Use for shared multi-wave displacement and normals, bounded RGBA heightfield pool simulation, local drops, object-driven ripples, differential-area caustics, ray-traced pool/water/sphere volume optics, derivative-filtered normal bands, analytic sky reflection, side-aware Fresnel, heuristic screen refraction, Beer-Lambert absorption, and cre…

0
8
Free
Self-run
SKILL

Threejs Skill Router

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.

0
8
Free
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