
3d Wood Lighting Scorecard
Light carved wood in a dark room in three.js, with procedural grain and pores, one warm...
Install
npx skills add MengTo/Skills --skill 3d-wood-lighting-scorecard -g -a claude-code -y- Repository
- MengTo/Skills7.2k
- Category
- Engineering
- Updated
- 3d ago
- License
- MIT
- Context cost
- Mediumabout 2,689 tokens
- Runs scripts
- Yes, review before use
What it does
Light carved wood in a dark room in three.js, with procedural grain and pores, one warm key through a window, soft shadows that touch, light shafts, background rays and dust, then score the render out of 10 on an anchored rubric with a runnable headless scorecard and iterate until each item reaches the target. Use for oiled timber, kumiko, joinery and workshop scenes; wood that reads flat, plastic or washed out; volumetrics that lift the blacks; "score this out of 10"; or "get the lighting to 8".
3D Wood Lighting Scorecard
Wood only looks like wood under one directional key raking across a dark room, so the grain, the shadow seam and the light shafts are lit by the same window, tone-mapped once at the end, and each is measured on the finished frame instead of judged by mood.
Verified stack: Three.js r169 (unpkg), WebGL2, GLSL patched into MeshPhysicalMaterial.onBeforeCompile, a half-float MSAA target and a hand-written ACES pass. The demo is demo.html; the numbers are references/.
Boundaries. This is the lighting-and-material layer for one lit interior. For sun shafts that must be cut by real trees and rooflines use 3d-sky-rays (screen-space occlusion); here the shafts are authored planes. For scanned or painted PBR maps, texel budgets and delivery use 3d-high-resolution-textures; here the wood is procedural from one shared 1024 noise field. For a bright rim on dark metal use 3d-specular-rim-glow; for glass use the studio-box ladder, not this. For the scoring habit alone use workflow-score-to-target; this skill supplies the wood rubric and the machine that measures it.
Extracted from Kibori (木彫), a scroll-driven WebGL woodworking page: its woodMat, buildEnvironment, key rig, shaft planes, dust and final pass are ported, with the window moved to where the shafts need it.
