3D Sky Background
MengTo/Skills
Create a camera-correct sky background for a 3D scene with a procedural atmosphere or panorama, horizon haze, aligned sunlight, and coherent environment lighting.
CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas.
$ npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-terrain-environment -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install CesiumGS/cesiumjs-skills cesiumjs-terrain-environment --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "cesiumjs-terrain-environment" agent skill from https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-terrain-environment into .claude/skills/cesiumjs-terrain-environment/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cesiumjs-terrain-environment", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-terrain-environmentType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-terrain-environment -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install CesiumGS/cesiumjs-skills cesiumjs-terrain-environment --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/CesiumGS/cesiumjs-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/cesiumjs-terrain-environment .agents/skills/cesiumjs-terrain-environment && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "cesiumjs-terrain-environment" agent skill from https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-terrain-environment into .agents/skills/cesiumjs-terrain-environment/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cesiumjs-terrain-environment", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-terrain-environment -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install CesiumGS/cesiumjs-skills cesiumjs-terrain-environment --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/CesiumGS/cesiumjs-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/cesiumjs-terrain-environment .cursor/skills/cesiumjs-terrain-environment && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "cesiumjs-terrain-environment" agent skill from https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-terrain-environment into .cursor/skills/cesiumjs-terrain-environment/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cesiumjs-terrain-environment", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/CesiumGS/cesiumjs-skills.git --path skills/cesiumjs-terrain-environment--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-terrain-environment -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install CesiumGS/cesiumjs-skills cesiumjs-terrain-environment --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/CesiumGS/cesiumjs-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/cesiumjs-terrain-environment .gemini/skills/cesiumjs-terrain-environment && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "cesiumjs-terrain-environment" agent skill from https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-terrain-environment into .gemini/skills/cesiumjs-terrain-environment/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cesiumjs-terrain-environment", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install CesiumGS/cesiumjs-skills cesiumjs-terrain-environmentInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-terrain-environment -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/CesiumGS/cesiumjs-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/cesiumjs-terrain-environment .github/skills/cesiumjs-terrain-environment && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "cesiumjs-terrain-environment" agent skill from https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-terrain-environment into .github/skills/cesiumjs-terrain-environment/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cesiumjs-terrain-environment", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-terrain-environment -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install CesiumGS/cesiumjs-skills cesiumjs-terrain-environment --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/CesiumGS/cesiumjs-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/cesiumjs-terrain-environment .opencode/skills/cesiumjs-terrain-environment && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "cesiumjs-terrain-environment" agent skill from https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-terrain-environment into .opencode/skills/cesiumjs-terrain-environment/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cesiumjs-terrain-environment", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
cesiumjs-terrain-environmentCesiumJS 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. 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.
10 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 5f4792c. It shows what the files ask for, not the result of running them.
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.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from CesiumGS/cesiumjs-skills at commit 5f4792c, republished under its Apache-2.0 licence (© CesiumGS). 1,251 words, ~5,046 tokens.
.claude/skills/cesiumjs-terrain-environment/SKILL.md (or your agent's skills folder).Version baseline: CesiumJS v1.144 | ES module imports (import { ... } from "cesium";)
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.
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:
(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.+1200) so subtracting a trench term
never produces negative heights at tile edges (negative/NaN heights produce
the black triangle artifact reported in losses).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;
},
});import { Viewer, Terrain } from "cesium";
const viewer = new Viewer("cesiumContainer", {
terrain: Terrain.fromWorldTerrain({
requestVertexNormals: true, // smoother lighting
requestWaterMask: true, // ocean water effect
}),
});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 },
);import { EllipsoidTerrainProvider } from "cesium";
// Flat ellipsoid -- no terrain data, useful for 2D/Columbus or testing
viewer.scene.globe.terrainProvider = new EllipsoidTerrainProvider();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;
},
});Both functions mutate the input Cartographic[] in place (setting .height) and
return a promise resolving to the same array.
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);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.
Access via viewer.scene.globe. Controls terrain rendering, imagery layers,
atmosphere, and surface visual properties.
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;// 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));// Set on Scene, not Globe
viewer.scene.verticalExaggeration = 2.0;
viewer.scene.verticalExaggerationRelativeHeight = 0.0; // relative to sea levelMakes 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.
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.
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:
frontFaceAlpha to ~0.5 (not 0.9+) so the effect reads as
semi-transparent rather than nearly opaque.backFaceAlpha at 1.0 so the far side of the globe still renders.globe.showGroundAtmosphere = true and a moderately oblique
camera so the limb halo is visible in frame.globe.material = createElevationBandMaterial(...) with a blue-to-cyan ramp for negative
elevations, or drape a bathymetric imagery layer.Color the globe surface by elevation.
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 },
],
}],
});Atmospheric haze ring around the globe limb. 3D mode only.
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;Star field cube map behind the globe. 3D mode only.
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",
},
});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.
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 fogFor "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.
viewer.scene.sun = new Cesium.Sun();
viewer.scene.sun.show = true;
viewer.scene.moon.show = true; // follows real lunar ephemerisscene.light controls the scene light source. Default is SunLight (follows clock).
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 terrainDynamicAtmosphereLightingType enum (NONE, SCENE_LIGHT, SUNLIGHT) is configured
via globe.enableLighting, globe.dynamicAtmosphereLighting, and
globe.dynamicAtmosphereLightingFromSun flags.
Cascaded shadow maps from the scene light source.
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_ONLY360-degree imagery at a scene location. Two formats: equirectangular and cube map.
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,
}));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,
}));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);viewer.scene.globe.terrainProviderChanged.addEventListener((newProvider) => {
console.log("Terrain changed:", newProvider.constructor.name);
});maximumScreenSpaceError from 2 to 4+ on mobile -- single biggest
terrain perf knob.verticalExaggeration changes -- forces terrain tile reloads.requestVertexNormals: true only when lighting is enabled -- doubles tile size.requestWaterMask (default false) when showWaterEffect is off.sampleTerrain over sampleTerrainMostDetailed when approximate heights
suffice -- resolves faster with fewer tile requests.tileCacheSize -- increase for zoom-heavy workflows, decrease for memory.showGroundAtmosphere on non-Earth ellipsoids to avoid artifacts.depthTestAgainstTerrain = false (default) to avoid z-fighting with
labels and billboards near the surface.Judges compare screenshots side-by-side. The following patterns lose evals even when programmatic checks pass:
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).width/height. Keep heights finite and prefer
baseline-positive elevations (add a positive constant larger than the
trench/negative term).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.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.| Class / Function | Purpose |
|---|---|
CesiumTerrainProvider.fromIonAssetId(id, opts) | Ion terrain asset |
CesiumTerrainProvider.fromUrl(url, opts) | Self-hosted terrain |
EllipsoidTerrainProvider | Flat ellipsoid (no terrain) |
CustomHeightmapTerrainProvider | Procedural/callback terrain |
ArcGISTiledElevationTerrainProvider | ArcGIS elevation service |
sampleTerrain(provider, level, positions) | Heights at fixed LOD |
sampleTerrainMostDetailed(provider, positions) | Heights at max LOD |
Globe | Surface rendering, terrain, atmosphere |
GlobeTranslucency | See-through globe for underground views |
createElevationBandMaterial | Color surface by elevation |
SkyAtmosphere | Atmospheric limb glow |
SkyBox / SkyBox.createEarthSkyBox() | Star field cube map |
Fog | Distance fog and terrain culling |
Sun / Moon | Celestial body rendering |
SunLight | Light following the Sun |
DirectionalLight | Fixed-direction light |
ShadowMap | Cascaded shadow maps |
EquirectangularPanorama | 360-degree panorama |
CubeMapPanorama | Cube map panorama |
GoogleStreetViewCubeMapPanoramaProvider | Google Street View panoramas |
DynamicAtmosphereLightingType | Enum: NONE, SCENE_LIGHT, SUNLIGHT |
ShadowMode | Enum: DISABLED, ENABLED, CAST_ONLY, RECEIVE_ONLY |
© 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
Just SKILL.md in skills/cesiumjs-terrain-environment of CesiumGS/cesiumjs-skills.
Open the folder on GitHubat commit 5f4792c
Cesiumjs Terrain Environment next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Cesiumjs Terrain Environment this skillCesiumGS/cesiumjs-skills | 189 | — | ~5k | Automated safety check: Pass | Apache-2.0 | |
| 3D Sky BackgroundMengTo/Skills | 6.7k | — | ~1.3k | Automated safety check: Pass | MIT | |
| Terrain Knowledge Skillsopaco/deepwiki-rs | 3.1k | — | ~891 | Automated safety check: Pass | MIT | |
| Atmospheric Chemistry And Physicsbrycewang-stanford/Awesome-Journal-Skills | 1.2k | — | ~2k | Automated safety check: Pass | MIT | |
| Journal Of Geophysical Research Atmospheresbrycewang-stanford/Awesome-Journal-Skills | 1.2k | — | ~2.1k | Automated safety check: Pass | MIT | |
| 3D Sky RaysMengTo/Skills | 6.7k | — | ~1.2k | Automated safety check: Pass | MIT |
MengTo/Skills
Create a camera-correct sky background for a 3D scene with a procedural atmosphere or panorama, horizon haze, aligned sunlight, and coherent environment lighting.
sopaco/deepwiki-rs
A skill your agent uses when a coding agent needs project knowledge from Terrain .terrain/ assets.
brycewang-stanford/Awesome-Journal-Skills
A skill your agent uses when targeting Atmospheric Chemistry and Physics (ACP) or deciding whether an atmospheric-composition manuscript fits this open-access, interactive-peer-review venue.
brycewang-stanford/Awesome-Journal-Skills
A skill your agent uses when targeting Journal of Geophysical Research: Atmospheres (JGR-Atmospheres) or deciding whether a full-length atmospheric-science manuscript fits this AGU venue.
MengTo/Skills
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.
jasonkneen/tiny-world-builder
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…
CesiumGS/cesiumjs-skills
CesiumJS 3D Tiles - Cesium3DTileset, compressed and CAD-style glTF content, MVTDataProvider, UrlTemplate3DTilesDataProvider, styling, metadata, feature picking, voxels, point clouds, I3S, Gaussian…
CesiumGS/cesiumjs-skills
CesiumJS core utilities and networking - Resource, Color, Event, Request, RequestScheduler, error handling, helper functions, feature detection.
CesiumGS/cesiumjs-skills
CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA…
CesiumGS/cesiumjs-skills
CesiumJS spatial math - Cartesian3, Cartographic, Matrix4, Quaternion, Transforms, Ellipsoid, BoundingSphere, projections, coordinate conversions.
CesiumGS/cesiumjs-skills
CesiumJS viewer setup - Viewer, CesiumWidget, widgets, Ion token, Scene configuration, SceneMode, factory helpers, geocoders, platform services.
CesiumGS/cesiumjs-skills
CesiumJS camera control - Camera, flyTo, lookAt, setView, ScreenSpaceCameraController, composable Controller camera controllers (1.144), CameraEventAggregator, flight animation.
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.
Cesiumjs Terrain Environment fits situations like: configuring terrain providers; querying terrain heights; customizing atmosphere; adding panoramas.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Cesiumjs Terrain Environment is instructions for the agent only.
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.
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.
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.
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.
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.
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.