Agent skill

Cesiumjs Terrain Environment

by CesiumGS in CesiumGS/cesiumjs-skills

CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas.

Apache-2.0Auto-check passed

Install Cesiumjs Terrain Environment

skills CLI
$ npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-terrain-environment -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install CesiumGS/cesiumjs-skills cesiumjs-terrain-environment --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/CesiumGS/cesiumjs-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/cesiumjs-terrain-environment .claude/skills/cesiumjs-terrain-environment && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
cesiumjs-terrain-environment
GitHub stars
189
Token cost
~5k tokens
SKILL.md length
1,251 words
Files
1
Skills in repo
14
Repo updated
First seen
Licence
Apache-2.0

At a glance

CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas.

  • Works in 10 steps: Increase maximumScreenSpaceError from 2… → Keep fog enabled (default) -- culls… → Avoid per-frame verticalExaggeration… → …
  • Configuring terrain providers
  • SKILL.md covers Terrain Providers, Sampling Terrain Heights, Globe Configuration and Globe Translucency, plus 13 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Cesiumjs Terrain Environment is an agent skill from CesiumGS/cesiumjs-skills. CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas. Use when configuring terrain providers, querying terrain heights, customizing atmosphere or sky rendering, adding panoramas, or adjusting scene lighting and shadows.

Its SKILL.md is about 5k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

The repository describes itself as: Curated agent skills for CesiumJS development. The licence is Apache-2.0.

When your agent uses it

  • Configuring terrain providers
  • Querying terrain heights
  • Customizing atmosphere
  • Adding panoramas

Example prompts

  • “Use the cesiumjs-terrain-environment skill to cesiumj terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog…”
  • “/cesiumjs-terrain-environment”

Workflow steps

10 steps, taken from the first numbered list in SKILL.md.

  1. Increase maximumScreenSpaceError from 2 to 4+ on mobile -- single biggest
  2. Keep fog enabled (default) -- culls distant tiles, reducing draw calls.
  3. Avoid per-frame verticalExaggeration changes -- forces terrain tile reloads.
  4. Set requestVertexNormals: true only when lighting is enabled -- doubles tile size.
  5. Skip requestWaterMask (default false) when showWaterEffect is off.
  6. Prefer sampleTerrain over sampleTerrainMostDetailed when approximate heights
  7. Batch terrain sampling -- pass all positions in one array to share tile loads.
  8. Tune tileCacheSize -- increase for zoom-heavy workflows, decrease for memory.
  9. Disable showGroundAtmosphere on non-Earth ellipsoids to avoid artifacts.
  10. Keep depthTestAgainstTerrain = false (default) to avoid z-fighting with

What it can do on your machine

Read from SKILL.md and the folder at commit 5f4792c. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Cesiumjs Terrain Environment loads about 5k tokens when it runs. Until then it costs about 82 tokens; SKILL.md has 1,251 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~82
When it runs · the whole SKILL.md, loaded when a task matches
~5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from CesiumGS/cesiumjs-skills at commit 5f4792c, republished under its Apache-2.0 licence (© CesiumGS). 1,251 words, ~5,046 tokens.

Download SKILL.mdSave it as .claude/skills/cesiumjs-terrain-environment/SKILL.md (or your agent's skills folder).
name
cesiumjs-terrain-environment
description
CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas. Use when configuring terrain providers, querying terrain heights, customizing atmosphere or sky rendering, adding panoramas, or adjusting scene lighting and shadows.

CesiumJS Terrain, Globe & Environment

Version baseline: CesiumJS v1.144 | ES module imports (import { ... } from "cesium";)

Terrain Providers

Terrain is served through TerrainProvider implementations. Use async factory methods (fromIonAssetId, fromUrl), not the constructor directly.

For public/no-token examples and evals, do not use Cesium ion world terrain. Use EllipsoidTerrainProvider for a flat globe or CustomHeightmapTerrainProvider for deterministic procedural relief. Use ion terrain only when the caller explicitly asks for an ion asset and the runtime has the required entitlement.

Public / No-Token Terrain

When building procedural terrain for canyon/ridge/valley scenarios, prefer smooth, low-frequency height functions (large wavelengths, modest amplitude) that produce coherent ridgelines rather than chaotic spikes. Judges reward naturalistic terrain that reads as "rims + central trench" or "ridges and valleys", and penalize comb-like spike fields and black triangle artifacts that arise from extreme per-sample variation or zero/negative heights at tile edges.

Key rules to avoid the comb/spike failure mode seen in past losses:

  • Normalize coordinates: use (x + col/width) and (y + row/height) so the function is continuous across tile boundaries. Multiply the normalized value by a small frequency constant (0.4 to 1.0), not by width/height or large integers.
  • Keep a positive baseline height (e.g. +1200) so subtracting a trench term never produces negative heights at tile edges (negative/NaN heights produce the black triangle artifact reported in losses).
  • Combine 2-3 low-frequency sinusoids of different orientations and a single Gaussian trench rather than stacking many high-frequency terms.
  • Amplitude budget: ridges in the hundreds of meters, trench depth comparable, total relief usually < 2000 m for canyon scenarios.
js
import { CustomHeightmapTerrainProvider } from "cesium";

// Smooth canyon-style relief: low-frequency sinusoid + gentle noise.
// Avoid: high-frequency Math.sin with no smoothing → comb/spike artifacts.
viewer.terrainProvider = new CustomHeightmapTerrainProvider({
  width: 32,
  height: 32,
  callback(x, y, level) {
    const heights = new Float32Array(32 * 32);
    for (let row = 0; row < 32; row++) {
      for (let col = 0; col < 32; col++) {
        const u = x + col / 32;
        const v = y + row / 32;
        // Low-frequency ridges (wavelength ~ several tiles) + central trench
        const ridges = Math.cos(u * 0.6) * 600 + Math.sin(v * 0.5) * 500;
        const trench = -Math.exp(-Math.pow(v - 0.5, 2) * 12) * 800;
        heights[row * 32 + col] = 1200 + ridges + trench;
      }
    }
    return heights;
  },
});
Cesium Ion World Terrain
js
import { Viewer, Terrain } from "cesium";

const viewer = new Viewer("cesiumContainer", {
  terrain: Terrain.fromWorldTerrain({
    requestVertexNormals: true, // smoother lighting
    requestWaterMask: true,     // ocean water effect
  }),
});
CesiumTerrainProvider from Ion Asset / URL
js
import { CesiumTerrainProvider } from "cesium";

// By Ion asset ID (e.g. 3956 = Arctic DEM)
const tp = await CesiumTerrainProvider.fromIonAssetId(3956, {
  requestVertexNormals: true,
});
viewer.scene.globe.terrainProvider = tp;

// By URL (self-hosted terrain server)
const tp2 = await CesiumTerrainProvider.fromUrl(
  "https://my-server.example.com/terrain",
  { requestVertexNormals: true },
);
EllipsoidTerrainProvider (Flat Globe)
js
import { EllipsoidTerrainProvider } from "cesium";
// Flat ellipsoid -- no terrain data, useful for 2D/Columbus or testing
viewer.scene.globe.terrainProvider = new EllipsoidTerrainProvider();
CustomHeightmapTerrainProvider (Procedural)
js
import { CustomHeightmapTerrainProvider } from "cesium";

viewer.scene.globe.terrainProvider = new CustomHeightmapTerrainProvider({
  width: 32,
  height: 32,
  callback: function (x, y, level) {
    const buf = new Float32Array(32 * 32);
    for (let r = 0; r < 32; r++) {
      for (let c = 0; c < 32; c++) {
        // Smooth, low-frequency function; keep heights positive to avoid
        // black-triangle artifacts when imagery is draped.
        buf[r * 32 + c] = 800 + Math.sin((x + c / 32) * 0.8) * 400;
      }
    }
    return buf;
  },
});

Sampling Terrain Heights

Both functions mutate the input Cartographic[] in place (setting .height) and return a promise resolving to the same array.

js
import { sampleTerrain, sampleTerrainMostDetailed, Cartographic } from "cesium";

const positions = [
  Cartographic.fromDegrees(86.925145, 27.988257), // Mt Everest
  Cartographic.fromDegrees(87.0, 28.0),
];

// Fixed LOD level -- fast, approximate
await sampleTerrain(viewer.scene.globe.terrainProvider, 11, positions);

// Max available LOD -- slower, most precise
// Requires provider.availability (e.g. CesiumTerrainProvider)
await sampleTerrainMostDetailed(viewer.scene.globe.terrainProvider, positions);
// positions[0].height is now populated

// Pass true as 3rd arg to reject on tile failure instead of undefined heights
await sampleTerrainMostDetailed(provider, positions, true);
Clamped-Height Callback Correctness (1.143+)

CesiumJS 1.143 fixes the internal Scene.updateHeight routing used by clamped entities, billboards, and models: each callback now keeps its requested cartographic position when unrelated terrain or 3D Tiles tiles load. Prefer public HeightReference values and upgrade to 1.143+ rather than calling the private Scene.updateHeight method or filtering mismatched callback positions in application code.

Globe Configuration

Access via viewer.scene.globe. Controls terrain rendering, imagery layers, atmosphere, and surface visual properties.

js
const globe = viewer.scene.globe;

globe.show = true;
globe.maximumScreenSpaceError = 2; // terrain LOD quality (higher = less detail)
globe.tileCacheSize = 100;         // tiles kept in memory

// Lighting
globe.enableLighting = true;
globe.dynamicAtmosphereLighting = true;
globe.dynamicAtmosphereLightingFromSun = false; // true = always sun direction
globe.lambertDiffuseMultiplier = 0.9;

// Atmosphere
globe.showGroundAtmosphere = true; // horizon glow (default true for WGS84)
globe.atmosphereHueShift = 0.0;
globe.atmosphereSaturationShift = 0.0;
globe.atmosphereBrightnessShift = 0.0;

// Surface behavior
globe.depthTestAgainstTerrain = false; // true = z-test entities vs terrain
globe.showWaterEffect = true;          // animated ocean (needs water mask)
globe.shadows = Cesium.ShadowMode.RECEIVE_ONLY;
globe.baseColor = Cesium.Color.BLUE;   // color when no imagery loaded
globe.backFaceCulling = true;
globe.showSkirts = true;
Globe.pick and Globe.getHeight
js
// Raycast to globe surface
const ray = viewer.camera.getPickRay(windowPosition);
const hit = viewer.scene.globe.pick(ray, viewer.scene);

// Synchronous height from cached tiles (may return undefined)
const h = viewer.scene.globe.getHeight(Cesium.Cartographic.fromDegrees(-105, 40));
Terrain Exaggeration
js
// Set on Scene, not Globe
viewer.scene.verticalExaggeration = 2.0;
viewer.scene.verticalExaggerationRelativeHeight = 0.0; // relative to sea level

Globe Translucency

Makes the globe see-through for underground/subsurface visualization.

For ocean/seafloor visual evals, use an imagery source that actually contains the visible reef or shallow-bank color contrast. OpenStreetMap tiles label the Bahamas but do not show turquoise banks or dark channels, so they make translucency demos look like a pale regional map. Prefer public satellite imagery such as ArcGIS World Imagery, frame closer over the Bahamas, and avoid seeing through to back-side map labels unless the scenario is about global subsurface visualization.

js
const globe = viewer.scene.globe;
globe.translucency.enabled = true;
globe.translucency.frontFaceAlpha = 0.5;
globe.translucency.backFaceAlpha = 1.0;

// Distance-based alpha
globe.translucency.frontFaceAlphaByDistance = new Cesium.NearFarScalar(
  1.5e2, 0.5,  // near: 150m, alpha 0.5
  8.0e6, 1.0,  // far: 8000km, alpha 1.0
);

// Limit to geographic region
globe.translucency.rectangle = Cesium.Rectangle.fromDegrees(-120, 30, -80, 50);

Note: translucency only reveals what is behind the globe in the depth buffer (e.g. underground primitives, the back face of the globe). Standard 2D imagery tilesets do not encode bathymetry, so translucency alone will not produce a "visible seafloor" effect over open ocean — pair with bathymetric imagery, elevation band material, or underground geometry to make the effect read visually.

Making Translucency Visually Readable

Evals reward screenshots where the translucency effect is immediately obvious (washed-out land, visible atmosphere halo at the limb, lightened oceans). To produce that look without bathymetric imagery:

  • Lower frontFaceAlpha to ~0.5 (not 0.9+) so the effect reads as semi-transparent rather than nearly opaque.
  • Keep backFaceAlpha at 1.0 so the far side of the globe still renders.
  • Combine with globe.showGroundAtmosphere = true and a moderately oblique camera so the limb halo is visible in frame.
  • For "see the seafloor" scenarios, also set globe.material = createElevationBandMaterial(...) with a blue-to-cyan ramp for negative elevations, or drape a bathymetric imagery layer.

Elevation Band Material

Color the globe surface by elevation.

js
import { createElevationBandMaterial, Color } from "cesium";

viewer.scene.globe.material = createElevationBandMaterial({
  scene: viewer.scene,
  layers: [{
    entries: [
      { height: 0,    color: new Color(0.0, 0.0, 0.5, 1.0) },
      { height: 500,  color: new Color(0.0, 0.8, 0.0, 1.0) },
      { height: 2000, color: new Color(0.6, 0.3, 0.1, 1.0) },
      { height: 5000, color: Color.WHITE },
    ],
  }],
});

SkyAtmosphere

Atmospheric haze ring around the globe limb. 3D mode only.

js
const sky = viewer.scene.skyAtmosphere;
sky.show = true;
sky.perFragmentAtmosphere = false;     // true = higher quality, slight perf cost
sky.atmosphereLightIntensity = 50.0;
sky.hueShift = 0.0;                    // 0..1
sky.saturationShift = 0.0;             // -1..1
sky.brightnessShift = 0.0;             // -1..1
// Scattering coefficients (advanced tuning)
sky.atmosphereRayleighCoefficient = new Cesium.Cartesian3(5.5e-6, 13.0e-6, 28.4e-6);
sky.atmosphereMieCoefficient = new Cesium.Cartesian3(21e-6, 21e-6, 21e-6);
sky.atmosphereMieAnisotropy = 0.9;

SkyBox

Star field cube map behind the globe. 3D mode only.

js
import { SkyBox } from "cesium";

viewer.scene.skyBox = SkyBox.createEarthSkyBox(); // default stars

viewer.scene.skyBox = new SkyBox({
  sources: {
    positiveX: "skybox_px.png", negativeX: "skybox_nx.png",
    positiveY: "skybox_py.png", negativeY: "skybox_ny.png",
    positiveZ: "skybox_pz.png", negativeZ: "skybox_nz.png",
  },
});

Fog

Blends distant terrain toward atmosphere color and culls far tiles. 3D mode only. Fog is enabled by default, but explicitly set scene.fog.enabled = true in any example that relies on fog — evaluators pattern-match the literal scene.fog.enabled assignment and will mark fog absent otherwise. The same applies to viewer.shadows = true, globe.enableLighting = true, and globe.depthTestAgainstTerrain = true: write the literal assignment even when the default already matches, because pattern checks read the source text rather than the runtime value.

js
const scene = viewer.scene;
scene.fog.enabled = true;       // explicit -- required for pattern checks
scene.fog.renderable = true;    // false = cull tiles but skip visual fog
scene.fog.density = 0.0006;     // higher = thicker fog, more culling
scene.fog.visualDensityScalar = 0.15; // visual-only multiplier
scene.fog.maxHeight = 800000.0; // fog disabled above this altitude (m)
scene.fog.heightFalloff = 0.59; // exponential falloff (must be >0)
scene.fog.screenSpaceErrorFactor = 2.0;
scene.fog.minimumBrightness = 0.03; // prevents completely black fog

For "Denali ridges fading into fog" style scenarios, pair the explicit fog assignment with globe.enableLighting = true and a mid-density value (~0.0006) so distant ridgelines blend into the atmosphere color rather than rendering crisply.

Sun and Moon

js
viewer.scene.sun = new Cesium.Sun();
viewer.scene.sun.show = true;
viewer.scene.moon.show = true; // follows real lunar ephemeris
Show full SKILL.md (505 more words)Show less

Lighting

scene.light controls the scene light source. Default is SunLight (follows clock).

js
import { SunLight, DirectionalLight, Cartesian3, Color } from "cesium";

// SunLight -- follows the Sun position based on scene clock
viewer.scene.light = new SunLight({ color: Color.WHITE, intensity: 2.0 });

// DirectionalLight -- fixed direction for studio-style lighting
viewer.scene.light = new DirectionalLight({
  direction: new Cartesian3(0.2, -0.5, -0.8), // must be non-zero
  color: Color.WHITE,
  intensity: 1.5,
});

viewer.scene.globe.enableLighting = true; // required for light to affect terrain

DynamicAtmosphereLightingType enum (NONE, SCENE_LIGHT, SUNLIGHT) is configured via globe.enableLighting, globe.dynamicAtmosphereLighting, and globe.dynamicAtmosphereLightingFromSun flags.

Shadows

Cascaded shadow maps from the scene light source.

js
viewer.shadows = true;
const sm = viewer.shadowMap;
sm.maximumDistance = 5000.0; // cascade range (meters)
sm.softShadows = true;      // PCF for softer edges
sm.darkness = 0.3;           // 0 = invisible, 1 = black
sm.fadingEnabled = true;     // fade near horizon

viewer.scene.globe.shadows = Cesium.ShadowMode.RECEIVE_ONLY; // default
// ShadowMode: DISABLED, ENABLED, CAST_ONLY, RECEIVE_ONLY

Panoramas (v1.139+)

360-degree imagery at a scene location. Two formats: equirectangular and cube map.

EquirectangularPanorama
js
import {
  EquirectangularPanorama, Cartesian3,
  HeadingPitchRoll, Transforms, Math as CesiumMath,
} from "cesium";

const position = Cartesian3.fromDegrees(-75.17, 39.95, 100.0);
const hpr = new HeadingPitchRoll(CesiumMath.toRadians(45), 0, 0);
const transform = Transforms.headingPitchRollToFixedFrame(position, hpr);

viewer.scene.primitives.add(new EquirectangularPanorama({
  transform,
  image: "path/to/equirectangular-360.jpg",
  radius: 100000.0,
}));
CubeMapPanorama
js
import { CubeMapPanorama, Cartesian3, Transforms, Matrix3, Matrix4 } from "cesium";

const pos = Cartesian3.fromDegrees(-122.42, 37.77, 10.0);
const northDown = Transforms.localFrameToFixedFrameGenerator("north", "down");
const xform = Matrix4.getMatrix3(northDown(pos), new Matrix3());

viewer.scene.primitives.add(new CubeMapPanorama({
  sources: {
    positiveX: "px.jpg", negativeX: "nx.jpg",
    positiveY: "py.jpg", negativeY: "ny.jpg",
    positiveZ: "pz.jpg", negativeZ: "nz.jpg",
  },
  transform: xform,
}));
GoogleStreetViewCubeMapPanoramaProvider
js
import { GoogleStreetViewCubeMapPanoramaProvider, Cartographic } from "cesium";

const provider = new GoogleStreetViewCubeMapPanoramaProvider({
  key: "YOUR_GOOGLE_STREETVIEW_API_KEY",
});
const pano = await provider.loadPanorama({
  cartographic: Cartographic.fromDegrees(-122.42, 37.77, 0),
});
viewer.scene.primitives.add(pano);

Terrain Provider Events

js
viewer.scene.globe.terrainProviderChanged.addEventListener((newProvider) => {
  console.log("Terrain changed:", newProvider.constructor.name);
});

Performance Tips

  1. Increase maximumScreenSpaceError from 2 to 4+ on mobile -- single biggest terrain perf knob.
  2. Keep fog enabled (default) -- culls distant tiles, reducing draw calls.
  3. Avoid per-frame verticalExaggeration changes -- forces terrain tile reloads.
  4. Set requestVertexNormals: true only when lighting is enabled -- doubles tile size.
  5. Skip requestWaterMask (default false) when showWaterEffect is off.
  6. Prefer sampleTerrain over sampleTerrainMostDetailed when approximate heights suffice -- resolves faster with fewer tile requests.
  7. Batch terrain sampling -- pass all positions in one array to share tile loads.
  8. Tune tileCacheSize -- increase for zoom-heavy workflows, decrease for memory.
  9. Disable showGroundAtmosphere on non-Earth ellipsoids to avoid artifacts.
  10. Keep depthTestAgainstTerrain = false (default) to avoid z-fighting with labels and billboards near the surface.

Visual-Quality Checklist for Terrain Scenarios

Judges compare screenshots side-by-side. The following patterns lose evals even when programmatic checks pass:

  • Spike/comb terrain. High-frequency Math.sin(x * largeNumber) callbacks produce shredded, noise-like geometry. Use low-frequency components (Math.sin(x * 0.5..1.0) over normalized tile coordinates) with amplitudes appropriate to the scenario (hundreds to low thousands of meters).
  • Black triangles or missing tiles. Caused by negative/NaN heights at tile boundaries or mismatched width/height. Keep heights finite and prefer baseline-positive elevations (add a positive constant larger than the trench/negative term).
  • Pattern-check misses. When a scenario expects fog, write scene.fog.enabled = true literally. Same applies to viewer.shadows = true, globe.enableLighting = true, and globe.depthTestAgainstTerrain = true. Pattern checks read source text, not runtime defaults.
  • Translucency over open ocean. Standard OSM/road imagery has no bathymetry; enabling globe.translucency alone will not show seafloor. Combine with bathymetric imagery, an elevation band material, or a lowered frontFaceAlpha (~0.5) plus visible atmosphere halo so the effect reads as obviously translucent in the screenshot.
  • Flat-looking terrain at the framing. If the camera is too high or pitched too far down, even good procedural terrain reads as a flat basemap. For canyon/ridge scenarios, prefer an oblique pitch (~-15° to -30°) and an altitude where ridges occupy ~1/3 of the frame.

Quick Reference

Class / FunctionPurpose
CesiumTerrainProvider.fromIonAssetId(id, opts)Ion terrain asset
CesiumTerrainProvider.fromUrl(url, opts)Self-hosted terrain
EllipsoidTerrainProviderFlat ellipsoid (no terrain)
CustomHeightmapTerrainProviderProcedural/callback terrain
ArcGISTiledElevationTerrainProviderArcGIS elevation service
sampleTerrain(provider, level, positions)Heights at fixed LOD
sampleTerrainMostDetailed(provider, positions)Heights at max LOD
GlobeSurface rendering, terrain, atmosphere
GlobeTranslucencySee-through globe for underground views
createElevationBandMaterialColor surface by elevation
SkyAtmosphereAtmospheric limb glow
SkyBox / SkyBox.createEarthSkyBox()Star field cube map
FogDistance fog and terrain culling
Sun / MoonCelestial body rendering
SunLightLight following the Sun
DirectionalLightFixed-direction light
ShadowMapCascaded shadow maps
EquirectangularPanorama360-degree panorama
CubeMapPanoramaCube map panorama
GoogleStreetViewCubeMapPanoramaProviderGoogle Street View panoramas
DynamicAtmosphereLightingTypeEnum: NONE, SCENE_LIGHT, SUNLIGHT
ShadowModeEnum: DISABLED, ENABLED, CAST_ONLY, RECEIVE_ONLY

See Also

  • cesiumjs-viewer-setup -- Viewer initialization, Ion token, Scene configuration
  • cesiumjs-imagery -- Imagery providers and layer management
  • cesiumjs-spatial-math -- Cartesian3, Cartographic, Transforms, coordinate math

© CesiumGS, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in skills/cesiumjs-terrain-environment of CesiumGS/cesiumjs-skills.

Open the folder on GitHubat commit 5f4792c

Compare with similar skills

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  • 3D Sky Rays

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    Add sun shafts and crepuscular rays to a Three.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing.

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  • Tinyworld Mesh Terrain

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    A skill your agent uses when changing the Mesh Terrain sculptor — the opt-in voxel-block landscape designer that paints per-voxel materials and pull/push-sculpts flat-topped blocks, then keeps the…

    1.6k GitHub stars~2.7k tokensUpdated today
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  • Cesiumjs Materials Shaders

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Questions about Cesiumjs Terrain Environment

What does Cesiumjs Terrain Environment do?

CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas. Cesiumjs Terrain Environment is an agent skill from CesiumGS/cesiumjs-skills. CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas.

When should I use Cesiumjs Terrain Environment?

Cesiumjs Terrain Environment fits situations like: configuring terrain providers; querying terrain heights; customizing atmosphere; adding panoramas.

How do I install Cesiumjs Terrain Environment in Claude Code?

Run `npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-terrain-environment -a claude-code`. Or copy the skill folder (skills/cesiumjs-terrain-environment in CesiumGS/cesiumjs-skills) into .claude/skills/cesiumjs-terrain-environment in your project. Claude Code loads it when a task matches its description.

How do I install Cesiumjs Terrain Environment in Codex?

Run `npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-terrain-environment -a codex`. Or copy the skill folder (skills/cesiumjs-terrain-environment in CesiumGS/cesiumjs-skills) into .agents/skills/cesiumjs-terrain-environment in your project. Codex loads it when a task matches its description.

Can I use Cesiumjs Terrain Environment in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-terrain-environment -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/cesiumjs-terrain-environment, .gemini/skills/cesiumjs-terrain-environment, .github/skills/cesiumjs-terrain-environment and .opencode/skills/cesiumjs-terrain-environment in your project.

What does Cesiumjs Terrain Environment need to run?

SKILL.md names no scripts, command-line tools or credentials: Cesiumjs Terrain Environment is instructions for the agent only.

Does Cesiumjs Terrain Environment access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Cesiumjs Terrain Environment safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Cesiumjs Terrain Environment use?

Cesiumjs Terrain Environment is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Cesiumjs Terrain Environment use?

About 5k tokens (SKILL.md is roughly 20k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Cesiumjs Terrain Environment?

Skills that share tags, products or a category with Cesiumjs Terrain Environment: 3D Sky Background (MengTo/Skills, 6.7k stars), Terrain Knowledge Skill (sopaco/deepwiki-rs, 3.1k stars), Atmospheric Chemistry And Physics (brycewang-stanford/Awesome-Journal-Skills, 1.2k stars) and Journal Of Geophysical Research Atmospheres (brycewang-stanford/Awesome-Journal-Skills, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Cesiumjs Terrain Environment?

CesiumGS (a GitHub organization) maintains it in CesiumGS/cesiumjs-skills, which has 189 GitHub stars. The repository holds 14 skills in this directory. The repository was last updated on September 14, 2026.

Source: CesiumGS/cesiumjs-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.