Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService).
$ npx skills add kevinpbuckley/VibeUE --skill landscape-materials -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE landscape-materials --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/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/landscape-materials .claude/skills/landscape-materials && 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 "landscape-materials" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/landscape-materials into .claude/skills/landscape-materials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "landscape-materials", 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/kevinpbuckley/VibeUE/tree/master/Content/Skills/landscape-materialsType 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 kevinpbuckley/VibeUE --skill landscape-materials -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE landscape-materials --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .agents/skills && cp -r skills-src/Content/Skills/landscape-materials .agents/skills/landscape-materials && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "landscape-materials" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/landscape-materials into .agents/skills/landscape-materials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "landscape-materials", 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 kevinpbuckley/VibeUE --skill landscape-materials -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE landscape-materials --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/Content/Skills/landscape-materials .cursor/skills/landscape-materials && 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 "landscape-materials" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/landscape-materials into .cursor/skills/landscape-materials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "landscape-materials", 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/kevinpbuckley/VibeUE.git --path Content/Skills/landscape-materials--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 kevinpbuckley/VibeUE --skill landscape-materials -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE landscape-materials --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/Content/Skills/landscape-materials .gemini/skills/landscape-materials && 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 "landscape-materials" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/landscape-materials into .gemini/skills/landscape-materials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "landscape-materials", 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 kevinpbuckley/VibeUE landscape-materialsInstalls 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 kevinpbuckley/VibeUE --skill landscape-materials -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .github/skills && cp -r skills-src/Content/Skills/landscape-materials .github/skills/landscape-materials && 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 "landscape-materials" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/landscape-materials into .github/skills/landscape-materials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "landscape-materials", 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 kevinpbuckley/VibeUE --skill landscape-materials -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install kevinpbuckley/VibeUE landscape-materials --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/Content/Skills/landscape-materials .opencode/skills/landscape-materials && 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 "landscape-materials" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/landscape-materials into .opencode/skills/landscape-materials/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "landscape-materials", 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.
landscape-materialsCreate landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService).
Landscape Materials is an agent skill from kevinpbuckley/VibeUE. Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService). Use when the user asks to build a landscape/terrain material, set up paint layers (grass/rock/dirt), create layer info objects, add a grass output, or assign a material to a landscape. For production master-material+RVT systems, load landscape-auto-material.
Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including scripts (for example `satellite.md` and `workflows.md`).
It sits in Game Development. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.
3 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit dc051be. 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.
Ships 1 file in scripts/, which the agent can run.
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.
Landscape Materials loads about 1.6k tokens when it runs. Until then it costs about 98 tokens; SKILL.md has 528 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); the scripts in this folder are not scanned.
The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 528 words, ~1,641 tokens.
.claude/skills/landscape-materials/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "materials-and-shaders"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
landscape-materials): Simple materials with 2-5 layers using LandscapeLayerBlend. Good for prototyping.landscape-auto-material: Production materials using material functions, RVT, and material instances. Good for shipping quality. Use when you need the Real_Landscape paradigm with auto-layering, altitude/slope blending via material functions, and biome configuration through material instances.If you need material functions, Runtime Virtual Textures, or the master-material + instance pattern, load the landscape-auto-material skill (the engine's AgentSkillToolset GetSkills exposes it).
Before modifying an existing landscape material, you MUST export and review its current graph:
import unreal, json
path = "/Game/Materials/M_Terrain"
# Step 1: Get material info
info = unreal.MaterialService.get_material_info(path)
print(f"Blend: {info.blend_mode}, Shading: {info.shading_model}")
# Step 2: Export full graph to see what nodes and connections already exist
graph = json.loads(unreal.MaterialNodeService.export_material_graph(path))
for expr in graph['expressions']:
name = expr.get('parameter_name') or expr.get('class')
print(f" [{expr['id']}] {expr['class']} - {name}")
if expr.get('landscape_layers'):
for layer in expr['landscape_layers']:
print(f" Layer: {layer}")
for oc in graph['output_connections']:
print(f" Output '{oc['property']}' ← expr {oc['expression_id']}")Why: Landscape materials often already have LayerBlend nodes, texture samplers, and connected outputs. Adding duplicate nodes without reviewing first creates orphaned expressions and broken connections. Always export → review → plan → modify.
| Type | Use |
|---|---|
LB_WeightBlend | Standard paintable layers (most common) |
LB_AlphaBlend | Non-normalized blending |
LB_HeightBlend | Height-based auto-blending between layers |
Each layer name needs a matching ULandscapeLayerInfoObject asset:
LI_<LayerName> (e.g., LI_Grass, LI_Rock).asset_path from create_layer_info_object() result — never guess paths"/Game/Landscape/Grass_LayerInfo" → CORRECT: grass_info.asset_path (which is "/Game/Landscape/LI_Grass")If layer_info_paths contains wrong paths, assign_material_to_landscape may return True (material set) but layers will be empty. Always verify with get_landscape_info().layers after assignment.
unreal.MaterialService.compile_material(mat_path)
unreal.EditorAssetLibrary.save_asset(mat_path)compile_material() can take minutes for landscape materials with blend nodes. NEVER put create + compile in the same code block — it will exceed the Python execution timeout.
Split into separate steps:
compile_material(mat_path) aloneMappingScale=0.01 tiles every 100 units| Task | Sub-doc | Sample script |
|---|---|---|
| Create a landscape material (+ layers) | workflows.md → Create Complete Landscape Material | scripts/create_landscape_material.txt |
| Set up a layer with textures | workflows.md → Setup Layer with Textures | — |
| Create layer info objects | workflows.md → Create Layer Info Objects | — |
| Assign material to a landscape | workflows.md → Assign Material to Landscape | — |
| Grass output node | workflows.md → Create Grass Output Node | — |
| Satellite-guided material + painting | satellite.md | — |
workflows.md — step-by-step landscape-material build workflows (layers, textures, layer info, grass).satellite.md — satellite-image-guided material creation and slope/height painting.compile_material (slow — keep it in its own code block) then save. Inspect the graph with
MaterialNodeService.export_material_graph before modifying an existing landscape material.
execute_python_code)scripts/create_landscape_material.txt — create a landscape material with a layer blend, compile, assign.© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 3 other files (scripts) in Content/Skills/landscape-materials of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
Landscape Materials 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 |
|---|---|---|---|---|---|---|
| Landscape Materials this skillkevinpbuckley/VibeUE | 730 | — | ~1.6k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.5k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
kevinpbuckley/VibeUE
Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.
kevinpbuckley/VibeUE
Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.
kevinpbuckley/VibeUE
Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling.
kevinpbuckley/VibeUE
Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.
kevinpbuckley/VibeUE
Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset.
kevinpbuckley/VibeUE
Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.
Categories
Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService). Landscape Materials is an agent skill from kevinpbuckley/VibeUE. Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService).
Landscape Materials fits situations like: the user asks to build a landscape/terrain material; set up paint layers (grass/rock/dirt); create layer info objects; add a grass output.
Run `npx skills add kevinpbuckley/VibeUE --skill landscape-materials -a claude-code`. Or copy the skill folder (Content/Skills/landscape-materials in kevinpbuckley/VibeUE) into .claude/skills/landscape-materials in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kevinpbuckley/VibeUE --skill landscape-materials -a codex`. Or copy the skill folder (Content/Skills/landscape-materials in kevinpbuckley/VibeUE) into .agents/skills/landscape-materials 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 kevinpbuckley/VibeUE --skill landscape-materials -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/landscape-materials, .gemini/skills/landscape-materials, .github/skills/landscape-materials and .opencode/skills/landscape-materials in your project.
SKILL.md names no scripts, command-line tools or credentials: Landscape Materials is instructions for the agent only. Our summary lists: Python 3.
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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Landscape Materials is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.6k tokens (SKILL.md is roughly 6.6k 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 Landscape Materials: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 730 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.
Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.