Agent skill

3D Metal Material

by MengTo in MengTo/Skills

Build hyperrealistic PBR metal in Three.js: steel, brass, gold, copper and iron as true conductors (metalness 1, measured F0 tint, no albedo) with roughness-varied finishes (polished, brushed…

MITAuto-check passedGame Development

Install 3D Metal Material

skills CLI
$ npx skills add MengTo/Skills --skill 3d-metal-material -a claude-code

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

GitHub CLI
$ gh skill install MengTo/Skills 3d-metal-material --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/MengTo/Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/agent-skills/3d/3d-metal-material .claude/skills/3d-metal-material && 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
3d-metal-material
GitHub stars
6.7k
Token cost
~2.6k tokens
SKILL.md length
1,513 words
Files
5
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Build hyperrealistic PBR metal in Three.js: steel, brass, gold, copper and iron as true conductors (metalness 1, measured F0 tint, no albedo) with roughness-varied finishes (polished, brushed…

  • Works in 7 steps: Conductor, not painted. metalness: 1,… → A dark room with bright cards. Build the… → Aim a card at the object. The eye sees… → …
  • Metal looks like grey plastic
  • SKILL.md covers Build order, Constants, Symptom-first gotchas and Lifecycle and cost, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

3D Metal Material is an agent skill from MengTo/Skills. Build hyperrealistic PBR metal in Three.js: steel, brass, gold, copper and iron as true conductors (metalness 1, measured F0 tint, no albedo) with roughness-varied finishes (polished, brushed anisotropic, aged with patina and worn edges) lit by a dark HDR studio of real bright window cards prefiltered with PMREM. Use when metal looks like grey plastic, a dull blur, or a black hole; when blades, tools, rings, ingots, hardware or product metal need reflections with edges and structure; or when a finish needs…

Its SKILL.md is about 2.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files (for example `PROMPT.md` and `agents/openai.yaml`).

It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. The repository describes itself as: Agent skills for designers and builders using Codex, Claude, Cursor, and other AI coding agents. The licence is MIT.

When your agent uses it

  • Metal looks like grey plastic
  • Product metal need reflections with edges and structure
  • A finish needs scratches
  • Fingerprints and bevels that catch light

Example prompts

  • “/3d-metal-material”

Workflow steps

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

  1. Conductor, not painted. metalness: 1, color = the metal's F0 (linear reflectance at normal incidence), nothing else in color. A bright…
  2. A dark room with bright cards. Build the environment as a real Scene of MeshBasicMaterial planes with toneMapped:false and HDR radiance…
  3. Aim a card at the object. The eye sees the reflection of whatever lies along the mirror direction. The hero plate is turned to the…
  4. Vary the roughness. Roughness is the finish, not the constant. Layer low-frequency smears (fingerprints), two angles of micro-scratches…
  5. Give it a bevel. Use a chamfered box (round the arrises 1 to 3 mm at object scale, 3 to 5 segments). A sharp 90 degree edge has no normals…
  6. Ground it in darkness. Contact shadow blobs and a shadow-casting key light on a dark bench. Metal on a bright ground reflects the ground…
  7. Tone map last. Render into a HalfFloat target, add the bloom, then ACES and the sRGB encode by hand. Keep renderer.toneMapping =…

What it can do on your machine

Read from SKILL.md and the folder at commit 83a47fe. 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.

    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

3D Metal Material loads about 2.6k tokens when it runs. Until then it costs about 148 tokens; SKILL.md has 1,513 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~148
When it runs · the whole SKILL.md, loaded when a task matches
~2.6k

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 MengTo/Skills at commit 83a47fe, republished under its MIT licence (© MengTo). 1,513 words, ~2,570 tokens.

Download SKILL.mdSave it as .claude/skills/3d-metal-material/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
name
3d-metal-material
description
Build hyperrealistic PBR metal in Three.js: steel, brass, gold, copper and iron as true conductors (metalness 1, measured F0 tint, no albedo) with roughness-varied finishes (polished, brushed anisotropic, aged with patina and worn edges) lit by a dark HDR studio of real bright window cards prefiltered with PMREM. Use when metal looks like grey plastic, a dull blur, or a black hole; when blades, tools, rings, ingots, hardware or product metal need reflections with edges and structure; or when a finish needs scratches, streaks, fingerprints and bevels that catch light.

3D Metal Material

Mechanism: a conductor has no colour of its own, so it looks like metal only when a dark environment holds a few very bright, hard-edged things to reflect, and the surface then bends those reflections with roughness that varies across it. Remove the bright cards and the same steel goes flat grey; remove the roughness variation and it goes CG-clean.

Boundary. This skill is the material and the environment it reads. Reach for 3d-specular-rim-glow when the job is one bright edge catch and halo on a product, 3d-high-resolution-textures when you ship authored PBR texture sets and need texel density and mip budgets, 3d-ultra-realistic-water for water. Siblings 3d-wood-material, 3d-cloth-material and 3d-paper-material cover the non-metal surfaces that usually sit next to metal; use them for the bench, handle or wrapping. The demo has a bench and a chisel handle only as staging.

Verified stack of the demo: Three.js r169 (three@0.169.0), WebGL 2, GLSL patched into MeshStandardMaterial/MeshPhysicalMaterial with onBeforeCompile, PMREMGenerator, a HalfFloat MSAA target and a hand-written ACES pass. No post-processing library.

Build order

Do these in order; each one fixes a named failure the previous step cannot.

  1. Conductor, not painted. metalness: 1, color = the metal's F0 (linear reflectance at normal incidence), nothing else in color. A bright base colour turns lit faces into white paint, and metalness < 1 lets a diffuse term leak in as plastic.

  2. A dark room with bright cards. Build the environment as a real Scene of MeshBasicMaterial planes with toneMapped:false and HDR radiance above 1, on a near-black background, then PMREMGenerator.fromScene. A bright uniform sky makes every reflection the same mean tone, and raising envMapIntensity only lifts that mean. A canvas equirect capped at display white cannot make a window brighter than the paper. Cards used in the demo:

    cardsize, positionlinear radiance
    window, 4 x 3 panes1.08 x 1.20 panes on 1.30 x 1.47 pitch, at (-5, 4.2, 4.8)3.8, 3.55, 3.05
    cool side card3.0 x 5.4 at (6, 1.6, 2)0.52, 0.68, 0.90
    warm back card2.0 x 4.6 at (2.5, 2.2, -5.5)1.50, 1.22, 0.88
    top card7.5 x 2.2 at (0, 6, 0)0.52, 0.55, 0.60
    floor bounce9 x 9 at (0, -4, 0)0.18, 0.12, 0.07
    background0.045, 0.050, 0.060
  3. Aim a card at the object. The eye sees the reflection of whatever lies along the mirror direction. The hero plate is turned to the bisector of eye and window (yaw -0.38, pitch -0.36 rad). Left face-on to a dark region, the same polished steel reads black.

  4. Vary the roughness. Roughness is the finish, not the constant. Layer low-frequency smears (fingerprints), two angles of micro-scratches, and a fine grain into roughnessFactor, and fade each below its pixel footprint with fw = max(length(dFdx(p)), length(dFdy(p))). Uniform roughness is what makes metal look rendered.

  5. Give it a bevel. Use a chamfered box (round the arrises 1 to 3 mm at object scale, 3 to 5 segments). A sharp 90 degree edge has no normals between faces, so it catches no highlight. Above 6 to 19 percent of the smallest side it reads as soap.

  6. Ground it in darkness. Contact shadow blobs and a shadow-casting key light on a dark bench. Metal on a bright ground reflects the ground and loses contrast.

  7. Tone map last. Render into a HalfFloat target, add the bloom, then ACES and the sRGB encode by hand. Keep renderer.toneMapping = NoToneMapping while rendering to the target.

Constants

F0 goes in color as linear values (Color.setRGB(r,g,b, LinearSRGBColorSpace)), so you do not lose the tint to an sRGB round trip.

metalF0 linearaged surface tint (uPatCol)
steel0.56, 0.57, 0.58rust 0.16, 0.055, 0.02
brass0.89, 0.72, 0.36dark tarnish 0.09, 0.055, 0.02
gold1.00, 0.71, 0.29dirty wear 0.13, 0.085, 0.03
copper0.95, 0.64, 0.54verdigris 0.10, 0.34, 0.27
finishbase roughnessenvMapIntensityextra
polished0.09 (0.045 to 0.6 after variation)1.0smear +0.11, scratch +0.24, grain +-0.025
brushed0.26 (0.10 to 0.75)0.72MeshPhysicalMaterial.anisotropy 0.85, streaks 520 and 1500 cycles per unit along the grain
aged0.36 (0.10 to 0.95)0.85patina lowers metalness to 0.28, raises roughness +0.42, bump 0.9

Intensities fall as roughness rises because a rough finish spreads the same window over more of the surface and clips it. Kibori's own steel is envMapIntensity 0.94, roughness 0.16 to 0.5, F0 0xc9ced2; its baked floor room for a polished blade uses 3.0 (the map is dim, so the gain is high).

Bloom: threshold 5.0 in linear, clamp 1.0, gain 0.22, quarter resolution. Lower thresholds turn one hot lamp glint into an orange halo above the object.

Show full SKILL.md (745 more words)Show less

Symptom-first gotchas

  • Metal looks like grey plastic, and envMapIntensity changes nothing. On r163+ material.envMapIntensity is ignored when the environment comes only from scene.environment. Set material.envMap = envTexture too, and re-bind it whenever the environment is rebuilt. Sweep it to an extreme and diff if you doubt it.
  • Reflection shows a soft cloud, no window bars. PMREM fromScene renders a 256 px cube and its sigma blurs. Kibori's 0.06 unit mullions and sigma 0.025 vanished. Widen the gaps to 0.22 units and use sigma 0.006.
  • Window reflection is a flat white block. ACES rolls linear 1.0 to about 204, so a window at 3.8 times F0 clips. Cut envMapIntensity for rougher finishes (table above) and let the panes read as luminous with bars, not as a paper rectangle. Measure >250 percent on the object's own mask, not on the frame.
  • Polished blade reflects a black nothing. A face that looks up at a dark ceiling has nothing to show. Aim it at a card, or bake a floor room (Kibori's blade room: near black above 0.07 to 0.12, warm boards, five soft sun patches with kumiko bars, 1024 x 512 equirect, about 424 ms once) and give only that object the map.
  • Rough metal goes flat and dark, not satin. Metal needs the roughness spread; a constant 0.4 with no variation is a matte grey. Add the layered terms above.
  • Detail shimmers or disappears at distance. Every high-frequency term needs a footprint fade (smoothstep(0.15..0.8, fw * frequency)), or it aliases to noise. The macro shot only resolves the 0.4 mm grain because the camera is close.
  • Anisotropy does nothing. It needs MeshPhysicalMaterial and UVs; streak your roughness along the same axis as anisotropyRotation, or the highlight stretches across the streaks.
  • Aged patina looks like camouflage. One big fbm blob field. Multiply a large region mask, a fine fbm at about 70 cycles per unit and a dust term, and wear it off the bevels (edgeK from the object-space normal: 1 - max(|n.x|, |n.y|, |n.z|)). Drop metalness inside the patina or it stays mirror.
  • A custom shader program is shared between finishes. Set customProgramCacheKey per finish, or onBeforeCompile for the second finish is never used.
  • GLSL inside a JS template with a // comment. In a one-line string it comments out the rest of the shader and the mesh silently draws nothing. Use /* */.

Lifecycle and cost

  • Reduced motion: no orbit, light parked at -0.3 (the window lands across the plate), one still render on every control change. Controls stay live.
  • Pause on document.hidden; reset the time base on resume; clamp dt to 1/30 s; cap DPR at 2; size from a ResizeObserver.
  • Measured on an Apple GPU through ANGLE Metal, 1440 x 900, 4x MSAA HalfFloat target: 1.1 ms per frame polished, 2.9 ms brushed, 3.1 ms aged at DPR 1; 9.4 and 13.0 ms at DPR 2. 13 shader programs and 9 textures alive after cycling all three finishes. The expensive part is the fragment noise on a full-screen-sized plate, not the environment. The cheap lever is DPR; the thing that does not matter is bloom at quarter resolution. Boot is about 1.4 s cold, of which the floor-room bake is 0.42 s.
  • Contrast, not brightness, separates real from grey: the same plate measured mean luminance 174 under the studio and 169 under a flat grey room, but standard deviation 76 against 23.

Provenance

Extracted from KIBORI 木彫, a scroll-driven three.js woodworking film where a chisel blade, saw plate and plane iron had to hold up at macro range in a dark workshop. Ported unchanged: steelMat (forge, polish lines, lamination), buildEnvironment (with the two window changes above), chamferBox, the blade-room bake and its envMapIntensity 3.0, the crowned blade normals, the ACES pass. New in this skill: the finish layers, the metal library, the environment switch.

Self-score

Anchors: 0 flat colour, 3 PBR with a stock environment, 5 structured reflections but uniform roughness, 7 finish variation and bevels, 9 macro-legible with contact, 10 indistinguishable from a photograph.

axisscoreevidence
reflections have structure8window bars, cool and warm cards visible on plate, ball and ring
surface texture at macro7scratches, grain and streaks resolve; no normal-mapped pitting on polished
edge and bevel highlights7chamfer arrises catch a continuous line
contact and darkness7shadow map plus blobs; no true AO
tone and no blown highlights7window clips on flat plate at some angles
overall7an honest 7; a photograph would still win on micro-pitting and dust

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

Files

SKILL.md and 4 other files in agent-skills/3d/3d-metal-material of MengTo/Skills.

  • SKILL.md
  • PROMPT.md
  • agents/openai.yaml
  • demo.html
  • preview.jpg

Open the folder on GitHubat commit 83a47fe

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Works with

Questions about 3D Metal Material

What does 3D Metal Material do?

Build hyperrealistic PBR metal in Three.js: steel, brass, gold, copper and iron as true conductors (metalness 1, measured F0 tint, no albedo) with roughness-varied finishes (polished, brushed…. 3D Metal Material is an agent skill from MengTo/Skills.js: steel, brass, gold, copper and iron as true conductors (metalness 1, measured F0 tint, no albedo) with roughness-varied finishes (polished, brushed anisotropic, aged with patina and worn edges) lit by a dark HDR studio of real bright window cards prefiltered with PMREM.

When should I use 3D Metal Material?

3D Metal Material fits situations like: metal looks like grey plastic; product metal need reflections with edges and structure; A finish needs scratches; fingerprints and bevels that catch light.

How do I install 3D Metal Material in Claude Code?

Run `npx skills add MengTo/Skills --skill 3d-metal-material -a claude-code`. Or copy the skill folder (agent-skills/3d/3d-metal-material in MengTo/Skills) into .claude/skills/3d-metal-material in your project. Claude Code loads it when a task matches its description.

How do I install 3D Metal Material in Codex?

Run `npx skills add MengTo/Skills --skill 3d-metal-material -a codex`. Or copy the skill folder (agent-skills/3d/3d-metal-material in MengTo/Skills) into .agents/skills/3d-metal-material in your project. Codex loads it when a task matches its description.

Can I use 3D Metal Material 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 MengTo/Skills --skill 3d-metal-material -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3d-metal-material, .gemini/skills/3d-metal-material, .github/skills/3d-metal-material and .opencode/skills/3d-metal-material in your project.

What does 3D Metal Material need to run?

SKILL.md names no scripts, command-line tools or credentials: 3D Metal Material is instructions for the agent only.

Does 3D Metal Material 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 3D Metal Material 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 3D Metal Material use?

3D Metal Material is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does 3D Metal Material use?

About 2.6k tokens (SKILL.md is roughly 10k 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 3D Metal Material?

Skills that share tags, products or a category with 3D Metal Material: 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 Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains 3D Metal Material?

MengTo (a GitHub user) maintains it in MengTo/Skills, which has 6,694 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 6, 2026.

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