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.
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…
$ npx skills add MengTo/Skills --skill 3d-metal-material -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install MengTo/Skills 3d-metal-material --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/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-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 "3d-metal-material" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-metal-material into .claude/skills/3d-metal-material/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-metal-material", 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/MengTo/Skills/tree/main/agent-skills/3d/3d-metal-materialType 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 MengTo/Skills --skill 3d-metal-material -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install MengTo/Skills 3d-metal-material --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/agent-skills/3d/3d-metal-material .agents/skills/3d-metal-material && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "3d-metal-material" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-metal-material into .agents/skills/3d-metal-material/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-metal-material", 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 MengTo/Skills --skill 3d-metal-material -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install MengTo/Skills 3d-metal-material --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/agent-skills/3d/3d-metal-material .cursor/skills/3d-metal-material && 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 "3d-metal-material" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-metal-material into .cursor/skills/3d-metal-material/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-metal-material", 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/MengTo/Skills.git --path agent-skills/3d/3d-metal-material--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 MengTo/Skills --skill 3d-metal-material -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install MengTo/Skills 3d-metal-material --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/agent-skills/3d/3d-metal-material .gemini/skills/3d-metal-material && 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 "3d-metal-material" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-metal-material into .gemini/skills/3d-metal-material/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-metal-material", 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 MengTo/Skills 3d-metal-materialInstalls 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 MengTo/Skills --skill 3d-metal-material -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/agent-skills/3d/3d-metal-material .github/skills/3d-metal-material && 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 "3d-metal-material" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-metal-material into .github/skills/3d-metal-material/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-metal-material", 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 MengTo/Skills --skill 3d-metal-material -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install MengTo/Skills 3d-metal-material --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/agent-skills/3d/3d-metal-material .opencode/skills/3d-metal-material && 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 "3d-metal-material" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-metal-material into .opencode/skills/3d-metal-material/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-metal-material", 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.
3d-metal-materialBuild 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. 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.
7 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 83a47fe. 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.
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.
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.
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 MengTo/Skills at commit 83a47fe, republished under its MIT licence (© MengTo). 1,513 words, ~2,570 tokens.
.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.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.
Do these in order; each one fixes a named failure the previous step cannot.
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.
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:
| card | size, position | linear radiance |
|---|---|---|
| window, 4 x 3 panes | 1.08 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 card | 3.0 x 5.4 at (6, 1.6, 2) | 0.52, 0.68, 0.90 |
| warm back card | 2.0 x 4.6 at (2.5, 2.2, -5.5) | 1.50, 1.22, 0.88 |
| top card | 7.5 x 2.2 at (0, 6, 0) | 0.52, 0.55, 0.60 |
| floor bounce | 9 x 9 at (0, -4, 0) | 0.18, 0.12, 0.07 |
| background | 0.045, 0.050, 0.060 |
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.
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.
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.
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.
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.
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.
| metal | F0 linear | aged surface tint (uPatCol) |
|---|---|---|
| steel | 0.56, 0.57, 0.58 | rust 0.16, 0.055, 0.02 |
| brass | 0.89, 0.72, 0.36 | dark tarnish 0.09, 0.055, 0.02 |
| gold | 1.00, 0.71, 0.29 | dirty wear 0.13, 0.085, 0.03 |
| copper | 0.95, 0.64, 0.54 | verdigris 0.10, 0.34, 0.27 |
| finish | base roughness | envMapIntensity | extra |
|---|---|---|---|
| polished | 0.09 (0.045 to 0.6 after variation) | 1.0 | smear +0.11, scratch +0.24, grain +-0.025 |
| brushed | 0.26 (0.10 to 0.75) | 0.72 | MeshPhysicalMaterial.anisotropy 0.85, streaks 520 and 1500 cycles per unit along the grain |
| aged | 0.36 (0.10 to 0.95) | 0.85 | patina 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.
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.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.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.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.MeshPhysicalMaterial and UVs; streak your roughness along the same axis as anisotropyRotation, or the highlight stretches across the streaks.edgeK from the object-space normal: 1 - max(|n.x|, |n.y|, |n.z|)). Drop metalness inside the patina or it stays mirror.customProgramCacheKey per finish, or onBeforeCompile for the second finish is never used.// comment. In a one-line string it comments out the rest of the shader and the mesh silently draws nothing. Use /* */.document.hidden; reset the time base on resume; clamp dt to 1/30 s; cap DPR at 2; size from a ResizeObserver.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.
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.
| axis | score | evidence |
|---|---|---|
| reflections have structure | 8 | window bars, cool and warm cards visible on plate, ball and ring |
| surface texture at macro | 7 | scratches, grain and streaks resolve; no normal-mapped pitting on polished |
| edge and bevel highlights | 7 | chamfer arrises catch a continuous line |
| contact and darkness | 7 | shadow map plus blobs; no true AO |
| tone and no blown highlights | 7 | window clips on flat plate at some angles |
| overall | 7 | an 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
SKILL.md and 4 other files in agent-skills/3d/3d-metal-material of MengTo/Skills.
Open the folder on GitHubat commit 83a47fe
3D Metal Material 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 |
|---|---|---|---|---|---|---|
| 3D Metal Material this skillMengTo/Skills | 6.7k | — | ~2.6k | 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 | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| Threejs World Generationcalesthio/OpenMontage | 66k | — | ~2k | Automated safety check: Pass | AGPL-3.0 |
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.
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…
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
viettranx/3dviz-pro-max
Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.
MengTo/Skills
Draws hand-authored SVG spot illustrations in a bold pop-geometric style for design and coding scenes.
MengTo/Skills
Draws a slim, long-limbed character acting out one coding or design moment as an outline-free flat SVG card, in a fixed measured palette with confetti and no ground line.
MengTo/Skills
Draws flat vector spot illustrations of lanky people doing design and coding things, with solid black as a main fill, for empty states, onboarding and error pages.
MengTo/Skills
Draws cozy animal scenes as hand-authored 480x360 SVG cards in a grainy, risograph-like gouache style on hot pink, for empty states, headers and marketing cards.
MengTo/Skills
Draws hand-authored SVG spot illustrations in a halftone line style for design and coding scenes.
MengTo/Skills
Draws hand-inked cartoon critters and living objects as SVG cards (480x360), each acting out a coding or design idea.
Works with
Categories
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.
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.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: 3D Metal Material 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.
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.
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.
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.
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.