Skills

3d Wood Material

Build convincing timber for Three.js as one procedural MeshPhysicalMaterial with growth...

Install

npx skills add MengTo/Skills --skill 3d-wood-material -g -a claude-code -y
Repository
MengTo/Skills7.2k
Category
Marketing
Updated
3d ago
License
MIT
Context cost
Mediumabout 2,632 tokens
Runs scripts
No, instructions only

What it does

Build convincing timber for Three.js as one procedural MeshPhysicalMaterial with growth rings, cathedral figure, pores, medullary rays, checks, tool marks, end grain, and oil, wax, or lacquer finishes, so the grain follows the form and survives macro close-ups without image textures. Use for wood boards, benches, carved panels, tool handles, joinery, floors, and any request to make 3D wood look real, detailed, or less like a tiled photo or plastic.

3D Wood Material

Mechanism: one small periodic noise field, mip-filtered, is read at several different stretches and scales inside the fragment shader, so ring position, latewood, pores, fibres, rays and tool marks all come from the same wandering grain and feed colour, roughness and relief together, each fading out by its own screen footprint.

Boundary. This skill is the wood surface itself. For whole-scene light, rays and scoring wood renders, use 3d-wood-lighting-scorecard. For image-based PBR sets (downloaded maps, texel budgets, KTX2 delivery) use 3d-high-resolution-textures; reach for it when you need a photographed or scanned species. For silhouette, bevel and LOD geometry use 3d-high-poly-models; this skill only needs a rounded arris (below). Cloth, metal and paper have their own siblings.

Run demo.html first (Kibori bench, four species, four finishes, macro views, and a switch that swaps in the failure). PROMPT.md recreates it.

Recipe

Read the whole SKILL.md on GitHub

More in Marketing