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 and configure URP materials from SDF material definitions or Assimp imports.
$ npx skills add lge-ros2/cloisim --skill setup-material-texture -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install lge-ros2/cloisim setup-material-texture --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/lge-ros2/cloisim.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.github/skills/setup-material-texture .claude/skills/setup-material-texture && 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 "setup-material-texture" agent skill from https://github.com/lge-ros2/cloisim/tree/main/.github/skills/setup-material-texture into .claude/skills/setup-material-texture/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "setup-material-texture", 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/lge-ros2/cloisim/tree/main/.github/skills/setup-material-textureType 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 lge-ros2/cloisim --skill setup-material-texture -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install lge-ros2/cloisim setup-material-texture --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/lge-ros2/cloisim.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.github/skills/setup-material-texture .agents/skills/setup-material-texture && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "setup-material-texture" agent skill from https://github.com/lge-ros2/cloisim/tree/main/.github/skills/setup-material-texture into .agents/skills/setup-material-texture/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "setup-material-texture", 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 lge-ros2/cloisim --skill setup-material-texture -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install lge-ros2/cloisim setup-material-texture --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/lge-ros2/cloisim.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.github/skills/setup-material-texture .cursor/skills/setup-material-texture && 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 "setup-material-texture" agent skill from https://github.com/lge-ros2/cloisim/tree/main/.github/skills/setup-material-texture into .cursor/skills/setup-material-texture/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "setup-material-texture", 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/lge-ros2/cloisim.git --path .github/skills/setup-material-texture--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 lge-ros2/cloisim --skill setup-material-texture -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install lge-ros2/cloisim setup-material-texture --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/lge-ros2/cloisim.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.github/skills/setup-material-texture .gemini/skills/setup-material-texture && 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 "setup-material-texture" agent skill from https://github.com/lge-ros2/cloisim/tree/main/.github/skills/setup-material-texture into .gemini/skills/setup-material-texture/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "setup-material-texture", 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 lge-ros2/cloisim setup-material-textureInstalls 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 lge-ros2/cloisim --skill setup-material-texture -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/lge-ros2/cloisim.git skills-src && mkdir -p .github/skills && cp -r skills-src/.github/skills/setup-material-texture .github/skills/setup-material-texture && 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 "setup-material-texture" agent skill from https://github.com/lge-ros2/cloisim/tree/main/.github/skills/setup-material-texture into .github/skills/setup-material-texture/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "setup-material-texture", 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 lge-ros2/cloisim --skill setup-material-texture -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install lge-ros2/cloisim setup-material-texture --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/lge-ros2/cloisim.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.github/skills/setup-material-texture .opencode/skills/setup-material-texture && 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 "setup-material-texture" agent skill from https://github.com/lge-ros2/cloisim/tree/main/.github/skills/setup-material-texture into .opencode/skills/setup-material-texture/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "setup-material-texture", 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.
setup-material-textureCreate and configure URP materials from SDF material definitions or Assimp imports.
Setup Material Texture is an agent skill from lge-ros2/cloisim. Create and configure URP materials from SDF material definitions or Assimp imports. Use when: setting up base color, emission, specular, or normal maps, switching transparency modes, debugging texture loading, converting materials to SpeedTree shader, customizing URP material properties.
Its SKILL.md is about 2.2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development. The repository describes itself as: Unity 6 based multi-robot simulator for ROS 2, SDFormat/SDF, LiDAR, camera, depth, IMU, GPS, and large-scale robotics simulation. The licence is MIT.
3 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f4c1f0b. 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 csharp).
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.
Setup Material Texture loads about 2.2k tokens when it runs. Until then it costs about 78 tokens; SKILL.md has 364 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 lge-ros2/cloisim at commit f4c1f0b, republished under its MIT licence (© lge-ros2). 364 words, ~2,154 tokens.
.claude/skills/setup-material-texture/SKILL.md (or your agent's skills folder).Reference for creating and configuring Universal Render Pipeline (URP) materials in CLOiSim, covering both SDF-defined materials and Assimp-imported materials.
<material> definitionsTwo material creation paths converge on the same URP property setters:
Path 1: SDF Material Path 2: Assimp Material
├─ <material> ├─ Assimp.Material properties
│ ├─ <diffuse> │ ├─ ColorDiffuse
│ ├─ <emissive> │ ├─ ColorEmissive
│ ├─ <specular> │ ├─ TextureDiffuse
│ └─ <normal_map> │ └─ TextureNormal
│ │
└─ SDF2Unity.Material.*() └─ sceneMaterials.ToUnity()
│ │
▼ ▼
CreateMaterial() ← base material creation
│
▼
Set*() extension methods
├─ SetBaseColor()
├─ SetEmission()
├─ SetSpecular()
├─ SetNormalMap()
├─ SetTransparent() / SetOpaque()
└─ ConvertToSpeedTree()All materials start from SDF2Unity.CreateMaterial():
public static Material CreateMaterial(in string materialName = "")
// Creates a URP "Custom/URP/Simple Lit" material with defaults:
// Render Queue: Geometry
// Cull Mode: Back (front-face rendering)
// ZWrite: Enabled
// BaseColor: White
// Smoothness: 0 (fully rough)
// EnvironmentReflections: 0.5
// GPU Instancing: ON (_INSTANCING_ON + _DOTS_INSTANCING_ON)
// Receive Shadows: ONpublic static void SetBaseColor(this Material target, Color color)
// Sets _BaseColor property
// Auto-switches transparency:
// color.a < 1.0 → SetTransparent()
// color.a == 1.0 → SetOpaque()// Transparent mode
public static void SetTransparent(this Material target)
// RenderType tag: "Transparent"
// _Surface: 1
// _SrcBlend: SrcAlpha
// _DstBlend: OneMinusSrcAlpha
// Render Queue: Transparent
// Opaque mode
public static void SetOpaque(this Material target)
// RenderType tag: "Opaque"
// _Surface: 0
// Render Queue: Geometrypublic static void SetEmission(this Material target, Color color)
// _EmissionColor: color
// GlobalIllumination: None
// Enables _EMISSION shader keywordpublic static void SetSpecular(this Material target, Color color)
// _SpecColor: color.rgb
// _Smoothness: color.a (smoothness packed in alpha)
// _SmoothnessSource: 0 (from specular alpha)
// Enables _SPECGLOSSMAP shader keywordpublic static void SetNormalMap(this Material target, in string normalMapPath)
// Loads texture via MeshLoader.GetTexture()
// Sets _BumpMap texture
// Enables _NORMALMAP shader keywordpublic static void ConvertToSpeedTree(this Material target)
// Swaps shader: "Custom/URP/Simple Lit" → "Universal Render Pipeline/Nature/SpeedTree8"
// Remaps: _BaseMap → _MainTex (with scale/offset)
// Sets _TwoSided: 0
// Disables EFFECT_BILLBOARD keywordWhen importing meshes via Assimp, material properties are mapped as follows:
// Color properties
HasColorDiffuse → SetBaseColor(diffuseColor)
// Note: alpha forced to 1.0 (Blender FBX override)
HasOpacity → alpha = opacity; SetTransparent() if < 1.0
HasColorEmissive → SetEmission(emissiveColor)
HasColorSpecular → SetColor("_SpecColor", specularColor)
HasShininess → Smoothness = 1.0 - Clamp01(Shininess)
HasReflectivity → Smoothness = 1.0 - Clamp01(Reflectivity)
// Texture properties
HasTextureDiffuse → _BaseMap texture
HasTextureNormal → _BumpMap + _NORMALMAP keyword
HasBumpScaling → _BumpScale (normal map strength)
HasTextureSpecular → _SpecGlossMap + _SPECGLOSSMAP keyword
HasTextureEmissive → _EmissionMap + _EMISSION keyword
HasTextureOpacity → logged only (not applied)Textures are resolved through a prioritized search:
// 1. Check embedded textures first (FBX "*{index}" convention)
// 2. Normalize path:
// - Strip "model://" prefix
// - Convert \\ to /
// - Strip "//" Blender FBX prefix
// 3. Search directories (relative to mesh file):
"" // Same directory
"../" // Parent
"../../" // Grandparent
"textures/" // textures/ subfolder
"../textures/" // Sibling textures/
"../materials/" // Sibling materials/
"materials/" // materials/ subfolder
// 4. Fallback: filename-only (strip all subdirectories)// TGA files — custom loader
TextureUtil.LoadTGA(fileStream)
// Returns Texture2D from TGA binary data
// All other formats (PNG, JPG, BMP, etc.)
texture.LoadImage(File.ReadAllBytes(path))
// Unity's built-in image decoder with mipmap support// Applied to all loaded textures:
texture.filterMode = FilterMode.Trilinear;
texture.anisoLevel = 4;
// Compress if dimensions are multiples of 4
if (width % 4 == 0 && height % 4 == 0)
texture.Compress(true);
// Free CPU-side copy, keep GPU memory
texture.Apply(false, true);
// Prevent premature unloading
texture.hideFlags = HideFlags.DontUnloadUnusedAsset;| Property | Type | Default | Purpose |
|---|---|---|---|
_BaseColor | Color | White | Albedo/diffuse color |
_BaseMap | Texture2D | — | Albedo texture |
_BumpMap | Texture2D | — | Normal map |
_BumpScale | Float | 1.0 | Normal map strength |
_EmissionColor | Color | Black | Emission color |
_EmissionMap | Texture2D | — | Emission texture |
_SpecColor | Color | — | Specular color |
_SpecGlossMap | Texture2D | — | Specular/gloss map |
_Smoothness | Float | 0 | Surface smoothness (0=rough) |
_SmoothnessSource | Int | 0 | 0=specular alpha, 1=albedo alpha |
_Cull | Int | 2 (Back) | Face culling mode |
_Surface | Int | 0 | 0=opaque, 1=transparent |
_SrcBlend | Int | 1 | Source blend factor |
_DstBlend | Int | 0 | Destination blend factor |
_ZWrite | Int | 1 | Depth write enable |
Custom/URP/Simple Lit shader source)SDF2Unity.Material.cs:public static void SetMyProperty(this Material target, float value)
{
target.SetFloat("_MyProperty", value);
// Enable shader keyword if needed:
// target.EnableKeyword("_MY_FEATURE");
}| Symptom | Cause | Fix |
|---|---|---|
| Model is all white | Textures not found | Check texture search paths; verify file exists |
| Model is invisible | Alpha is 0 | Check HasOpacity; Blender FBX may export alpha=0 |
| Model is too shiny | Smoothness too high | Check Shininess / Reflectivity mapping (inverted) |
| Normal map looks flat | _NORMALMAP keyword not enabled | Ensure EnableKeyword("_NORMALMAP") is called |
| Transparent model has z-fighting | Wrong render queue | Verify SetTransparent() sets queue to Transparent |
| Vegetation renders single-sided | Not using SpeedTree shader | Call ConvertToSpeedTree() for tree/plant materials |
| Texture is blurry | Not compressed or wrong filter | Check filterMode and anisoLevel in post-load |
| TGA texture crashes | Unsupported TGA variant | Check TextureUtil.LoadTGA() format support |
© lge-ros2, MIT. 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 .github/skills/setup-material-texture of lge-ros2/cloisim.
Open the folder on GitHubat commit f4c1f0b
Setup Material Texture 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 |
|---|---|---|---|---|---|---|
| Setup Material Texture this skilllge-ros2/cloisim | 176 | — | ~2.2k | 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 | 2 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~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.
lge-ros2/cloisim
Add or modify SDF actors with skeletal animation and waypoint-based navigation.
lge-ros2/cloisim
Add a new compute or surface shader for sensor data processing or visualization.
lge-ros2/cloisim
Import 3D mesh files into CLOiSim via the Assimp pipeline, including collision generation and procedural meshes.
lge-ros2/cloisim
Add a new motor or drive controller for robot locomotion. An agent skill from lge-ros2/cloisim.
lge-ros2/cloisim
Add a new CLOiSimPlugin for bridging a device to the ROS 2 transport layer.
lge-ros2/cloisim
Add a new sensor device to CLOiSim, including the Device subclass, SDF pipeline wiring, and transport plugin.
Categories
Create and configure URP materials from SDF material definitions or Assimp imports. Setup Material Texture is an agent skill from lge-ros2/cloisim. Create and configure URP materials from SDF material definitions or Assimp imports.
Setup Material Texture fits situations like: : setting up base color; switching transparency modes; debugging texture loading; converting materials to SpeedTree shader.
Run `npx skills add lge-ros2/cloisim --skill setup-material-texture -a claude-code`. Or copy the skill folder (.github/skills/setup-material-texture in lge-ros2/cloisim) into .claude/skills/setup-material-texture in your project. Claude Code loads it when a task matches its description.
Run `npx skills add lge-ros2/cloisim --skill setup-material-texture -a codex`. Or copy the skill folder (.github/skills/setup-material-texture in lge-ros2/cloisim) into .agents/skills/setup-material-texture 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 lge-ros2/cloisim --skill setup-material-texture -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/setup-material-texture, .gemini/skills/setup-material-texture, .github/skills/setup-material-texture and .opencode/skills/setup-material-texture in your project.
SKILL.md names no scripts, command-line tools or credentials: Setup Material Texture 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.
Setup Material Texture is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.2k tokens (SKILL.md is roughly 8.6k 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 Setup Material Texture: 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, 2.4k 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.
lge-ros2 (a GitHub organization) maintains it in lge-ros2/cloisim, which has 176 GitHub stars. The repository holds 18 skills in this directory. The repository was last updated on October 6, 2026.
Source: lge-ros2/cloisim on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.