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.
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.
$ npx skills add MengTo/Skills --skill 3d-sky-rays -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install MengTo/Skills 3d-sky-rays --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-sky-rays .claude/skills/3d-sky-rays && 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-sky-rays" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-sky-rays into .claude/skills/3d-sky-rays/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-sky-rays", 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-sky-raysType 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-sky-rays -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install MengTo/Skills 3d-sky-rays --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-sky-rays .agents/skills/3d-sky-rays && 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-sky-rays" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-sky-rays into .agents/skills/3d-sky-rays/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-sky-rays", 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-sky-rays -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install MengTo/Skills 3d-sky-rays --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-sky-rays .cursor/skills/3d-sky-rays && 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-sky-rays" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-sky-rays into .cursor/skills/3d-sky-rays/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-sky-rays", 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-sky-rays--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-sky-rays -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install MengTo/Skills 3d-sky-rays --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-sky-rays .gemini/skills/3d-sky-rays && 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-sky-rays" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-sky-rays into .gemini/skills/3d-sky-rays/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-sky-rays", 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-sky-raysInstalls 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-sky-rays -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-sky-rays .github/skills/3d-sky-rays && 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-sky-rays" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-sky-rays into .github/skills/3d-sky-rays/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-sky-rays", 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-sky-rays -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-sky-rays --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-sky-rays .opencode/skills/3d-sky-rays && 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-sky-rays" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-sky-rays into .opencode/skills/3d-sky-rays/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-sky-rays", 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-sky-raysAdd 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.
3D Sky Rays is an agent skill from 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. Use for rays of light from the sky, sunlight through trees or roofs, and golden-hour architectural scenes.
Its SKILL.md is about 1.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files (for example `REFERENCES.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.
6 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.
Shell commands in SKILL.md call:
uvFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use uv, which can reach the network depending on how they are called.
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 Sky Rays loads about 1.2k tokens when it runs. Until then it costs about 75 tokens; SKILL.md has 623 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). 623 words, ~1,229 tokens.
.claude/skills/3d-sky-rays/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.Make the light appear to travel through gaps in the scene. Roof edges and foliage should shape the shafts as the camera moves.
Inspect the renderer version, render targets, alpha usage, depth path, tone mapping, and post-processing order. Keep the existing WebGL or WebGPU backend. The shader recipe below describes a WebGL screen-space effect; implement the equivalent in the project's node/render pipeline when using WebGPU.
Use one normalized world-space direction pointing toward the sun for the sky, ray source, and directional lighting. If the art direction deliberately offsets the visible sun from the lighting sun, document and control that offset in one place.
uv = ndc.xy * 0.5 + 0.5; account for the pipeline's texture orientation.Core accumulation, expressed as pseudocode:
step = (pixelUV - sunUV) * density / sampleCount
sampleUV = pixelUV - step * jitter
sum = 0; weightSum = 0; weight = 1
repeat sampleCount times:
sampleUV -= step
if sampleUV is inside the texture:
energy = max(luminance(scene(sampleUV)) - threshold, 0)
sum += min(energy, energyCap) * skyMask(sampleUV) * weight
weightSum += weight
weight *= decay
rays = sum / max(weightSum, epsilon)Use aspect-correct distance from the source for radial falloff. Keep any angular variation broad and subtle; the scene occlusion should provide most of the structure. On opaque foreground surfaces, attenuate the screen-space overlay strongly so wood and stone retain contrast. This is an artistic approximation, not a substitute for depth-integrated volumetric scattering.
Start with a low sun, warm neutral tint, visible gaps, and restrained intensity. View from behind a roofline and through a canopy. Whiteout usually means excessive intensity or a bad mask, not insufficient bloom.
Use roughly 24–48 samples and a half-resolution ray buffer as a starting experiment; increase only when visible banding warrants it. Seijaku's reference uses 72 samples, which is a reference choice rather than a required quality floor. Smooth noise jitter can reduce bands, but animated jitter can shimmer; use stable noise for still or reduced-motion views unless temporal accumulation is available.
Skip the pass when its contribution is zero. Resize its buffers with the drawing buffer, dispose replaced targets, and measure its incremental GPU/frame cost with rays enabled and disabled. Avoid synchronous GPU readback in the render loop.
Read REFERENCES.md for the source and renderer documentation. In Seijaku, inspect GodRayShader, makePost, and the projected-source update. Its alpha-mask convention depends on its complete render pipeline; do not transplant that assumption alone.
© 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 2 other files in agent-skills/3d/3d-sky-rays of MengTo/Skills.
Open the folder on GitHubat commit 83a47fe
3D Sky Rays 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 Sky Rays this skillMengTo/Skills | 6.6k | — | ~1.2k | 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 | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~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 | 65k | — | ~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
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. 3D Sky Rays is an agent skill from MengTo/Skills.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing.
3D Sky Rays fits situations like: rays of light from the sky; sunlight through trees; golden-hour architectural scenes.
Run `npx skills add MengTo/Skills --skill 3d-sky-rays -a claude-code`. Or copy the skill folder (agent-skills/3d/3d-sky-rays in MengTo/Skills) into .claude/skills/3d-sky-rays in your project. Claude Code loads it when a task matches its description.
Run `npx skills add MengTo/Skills --skill 3d-sky-rays -a codex`. Or copy the skill folder (agent-skills/3d/3d-sky-rays in MengTo/Skills) into .agents/skills/3d-sky-rays 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-sky-rays -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-sky-rays, .gemini/skills/3d-sky-rays, .github/skills/3d-sky-rays and .opencode/skills/3d-sky-rays in your project.
Going by SKILL.md and its folder, 3D Sky Rays needs the command-line tools its instructions call (uv).
SKILL.md contains no URLs. Its commands use uv, which can reach the network depending on how they are called. 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 Sky Rays is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.2k tokens (SKILL.md is roughly 4.9k 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 Sky Rays: 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 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 6,647 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.