A Three.js agent skill pack for generating high-quality 3D graphics, scenes, and games, packaged for AI coding agents like Claude Code, Codex, and Cursor.
Skill-Verzeichnis
Wiederverwendbare Skills für AI Agents entdecken.
Jede Empfehlung bleibt mit ihrem Repository, Audit und Installationspfad nachvollziehbar.
Suchergebnisse: textures
Englisches VerzeichnisStable Diffusion built-in to Blender
A collection of 13 reusable AI agent skills for Minecraft 1.21.x development and operations, with plugin bundles for Codex and Claude Code.
Build, migrate, theme, drill down, and validate reusable Three.js 3D geographic maps and Earth View entrances for Vue or web dashboards. Use when Codex is asked to create or modify a pure Three.js globe, province-level, all-China, or world 3D maps; transition from an Earth View into the existing China map; switch map boundaries between provinces, country scope, world scope, city scope, or district scope; add hierarchical drilldown from world to country, China to province, province to city, city to district/county; replace GeoJSON, labels, scatter points, fly lines, terrain textures, or chase-light paths; derive a whole map color system from one theme color; or preserve an existing dark HUD-style 3D map visual across new regions.
🤖🖌️ Generate photo-realistic textures based on source images or (soon) PBR materials. Remix, remake, mashup! Useful if you want to create variations on a theme or elaborate on an existing texture.
READ this skill when implementing or configuring animation-style shaders (Toon/Cel Shaders) — including outlines, rim lighting, toon shading, MatCap, emission, dissolve, hatching, or any stylized rendering effect. Contains preset styles and feature-to-reference mappings for lilToon, Poiyomi, UTS2, RToon, SToon, and ToonShadingCollection. Works as a domain knowledge plugin alongside workflow skills (OpenSpec, SpecKit) or plan mode of an agent.
Code for TileGAN: Synthesis of Large-Scale Non-Homogeneous Textures (SIGGRAPH 2019)
Procedures for auditing apps/landing TERMINAL VELOCITY WebGL phase gates - driving the browser to exact playhead positions across the 9 scenes, screenshot discipline, scrub + VAT determinism (scrub down THEN rewind to the same playhead -> identical frame), FPS sampling at the risk scenes, draw-call + bundle-size probes vs budget, the blackout->dawn luminance-delta/strobe check at max scrub velocity, copy-parity vs landing/index.html, and reduced-motion + no-GL fallback verification. Load when running /gate or reviewing rendered GL output.
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Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, or applications. Generates creative, polished code that avoids generic AI aesthetics.