Skills

Threejs Water Optics

Build production analytic and bounded water in Three.js.

Install

npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-water-optics -g -a claude-code -y
Category
Engineering
Updated
13d ago
License
MIT
Context cost
Lightabout 935 tokens
Runs scripts
Yes, review before use

What it does

Build production analytic and bounded water in Three.js. Use for luminescent shallow-water rivers with coupled flow, bioluminescent excitation, advected foam and RGB caustics, photoreal shallow water with gravity-capillary FFT waves, dispersive caustics and diffraction glare, 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 crest foam.

Water Optics

Treat water as geometry motion, surface orientation, and a participating optical layer. A blue transparent material is not a water system.

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.

For large seas with spectral cascades, coastal breakers or camera-medium crossings, use $threejs-spectral-ocean. This skill also owns the air-side photoreal-water shallow-water compositor.

Analytic surface build order

  1. Define wave bands and evaluate displacement.
  2. Derive the normal analytically from the same waves.
  3. Choose displaced geometry or explicitly normal-only water.
  4. Establish scene-color ownership for heuristic refraction.
  5. Declare whether absorption uses true depth or a fallback path-length estimate.
  6. Blend analytic reflection/refraction through side-aware Fresnel.
  7. Derive foam and glints from the shared wave response.
  8. Filter unresolved normal bands from derivatives.

Read references/water-surface-system.md for the authored displacement/normal contract, optical hierarchy, side-aware refraction, absorption fallback, and diagnostic channels.

Read the interactive pool volume implementation for bounded RGBA height/velocity/normal simulation, local drops, moving-sphere displacement suitable for draggable objects, differential-area caustics, and in-shader pool/water/sphere ray tracing against the pool bounds and sphere.

Read the photoreal water implementation for gravity-capillary FFT waves, touch ripples, RGB caustics, refracted pebble-bed radiance and aperture diffraction glare. Read references/photoreal-water.md for its pass, coordinate, filtering, integration and diagnostic contracts.

Read the whole SKILL.md on GitHub

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