# Threejs Procedural Vfx

Author production real-time VFX in Three.js.

- Repository: https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills (956 stars)
- Category: Engineering
- License: MIT
- Last updated: 2026-10-22
- Runs scripts: yes, review before use

## Install

Claude Code: `npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-vfx -g -a claude-code -y`
Codex: `npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-vfx -g -a codex -y`
Cursor: `npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-vfx -g -a cursor -y`
Gemini CLI: `npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-procedural-vfx -g -a gemini-cli -y`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

```text
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](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](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](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](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](examples/reentry-plasma/reentry-plasma.js)
for closed layered wake shells, flow-axis deformation, advected filament
fields, opacity shaping, and additive emission diagnostics.

The rest: https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills/blob/HEAD/skills/threejs-procedural-vfx/SKILL.md
