Skills

Threejs Procedural Vfx

Author production real-time VFX in Three.js.

Install

npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-vfx -g -a claude-code -y
Category
Engineering
Updated
13d ago
License
MIT
Context cost
Mediumabout 1,556 tokens
Runs scripts
Yes, review before use

What it does

Author production real-time VFX in Three.js. Use for filmic HDR lens-flare compositors, highlight-derived ghosts, field-angle pupil deformation, localized glare and bloom, raymarched aurora curtains, finite-footprint emissive slabs, uniform volume integration, equirectangular radiance probes, WebGPU voxel fire and smoke, coupled volumetric fluid fields, mesh-surface emitters, signed-distance fire collisions, ship-conforming reentry plasma, generated capsule wakes, instanced analytic sparks, timed dissolving debris, dense-swap effect pools, additive holographic projections, Fresnel rim shells, scanline banding, glitch displacement, swept shape-to-shape handovers, and explicit scene-relative HDR emission hierarchy.

Procedural VFX

Build effects from an event envelope, motion field, geometry representation, and shading response. Avoid independent particle emitters that happen to share a color.

This skill contains exemplary examples and assets beyond descriptive guidance, they're worth studying, referencing, or even copying. Use them sufficiently when relevant and do NOT blindly skip them.

Effect graph

subject/event state
  → effect-specific geometry, voxel fields, or instance attributes
  → flow-facing masks or analytic age
  → material response
  → pool/lifetime ownership
  → HDR and bloom contribution

Read references/procedural-vfx-system.md for ship-conforming reentry shells, capsule wakes, dense instanced spark/debris pools, holographic projection shells, HDR hierarchy, and implementation limits.

Read references/volumetric-fluid-fire.md for three-dimensional texture ownership, fixed fluid-compute scheduling, mesh-surface injection, pressure projection, moving SDF boundaries, temperature-mapped HDR raymarching, exact presets, and failure diagnostics.

Read references/volumetric-aurora-curtains.md for finite emissive-slab bounds, warped curtain density, uniform ray steps, gentle start jitter, matching screen/probe materials, exact constants, limits, and failure diagnostics.

Read references/filmic-lens-flare.md for HDR emitter extraction, optical-axis invariants, field-angle pupil deformation, finite ghost families, spectral rings, localized bloom, film response, exact constants, limits, and failure diagnostics.

Read the reentry plasma implementation for closed layered wake shells, flow-axis deformation, advected filament fields, opacity shaping, and additive emission diagnostics.

Read the whole SKILL.md on GitHub

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