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 an ultra-realistic open ocean in Three.js with a deep-water Gerstner spectrum shaded per pixel from analytic derivatives, each wave faded at its own pixel footprint, plus Fresnel sky-cube and…
$ npx skills add MengTo/Skills --skill 3d-ultra-realistic-water -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install MengTo/Skills 3d-ultra-realistic-water --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-ultra-realistic-water .claude/skills/3d-ultra-realistic-water && 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-ultra-realistic-water" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-ultra-realistic-water into .claude/skills/3d-ultra-realistic-water/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-ultra-realistic-water", 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-ultra-realistic-waterType 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-ultra-realistic-water -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install MengTo/Skills 3d-ultra-realistic-water --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-ultra-realistic-water .agents/skills/3d-ultra-realistic-water && 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-ultra-realistic-water" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-ultra-realistic-water into .agents/skills/3d-ultra-realistic-water/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-ultra-realistic-water", 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-ultra-realistic-water -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install MengTo/Skills 3d-ultra-realistic-water --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-ultra-realistic-water .cursor/skills/3d-ultra-realistic-water && 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-ultra-realistic-water" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-ultra-realistic-water into .cursor/skills/3d-ultra-realistic-water/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-ultra-realistic-water", 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-ultra-realistic-water--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-ultra-realistic-water -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install MengTo/Skills 3d-ultra-realistic-water --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-ultra-realistic-water .gemini/skills/3d-ultra-realistic-water && 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-ultra-realistic-water" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-ultra-realistic-water into .gemini/skills/3d-ultra-realistic-water/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-ultra-realistic-water", 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-ultra-realistic-waterInstalls 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-ultra-realistic-water -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-ultra-realistic-water .github/skills/3d-ultra-realistic-water && 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-ultra-realistic-water" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-ultra-realistic-water into .github/skills/3d-ultra-realistic-water/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-ultra-realistic-water", 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-ultra-realistic-water -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-ultra-realistic-water --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-ultra-realistic-water .opencode/skills/3d-ultra-realistic-water && 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-ultra-realistic-water" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-ultra-realistic-water into .opencode/skills/3d-ultra-realistic-water/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-ultra-realistic-water", 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-ultra-realistic-waterBuild an ultra-realistic open ocean in Three.js with a deep-water Gerstner spectrum shaded per pixel from analytic derivatives, each wave faded at its own pixel footprint, plus Fresnel sky-cube and…
3D Ultra Realistic Water is an agent skill from MengTo/Skills. Build an ultra-realistic open ocean in Three.js with a deep-water Gerstner spectrum shaded per pixel from analytic derivatives, each wave faded at its own pixel footprint, plus Fresnel sky-cube and planar reflections, subsurface light through the crests, HDR sun glitter, Jacobian lace foam, a Kelvin wake, hull foam, buoyancy queries and aerial perspective into the sky's horizon haze. Use for seas, oceans, sunset or daylight water, sun glitter paths, ship or boat scenes, wakes, coastal flyovers and any 3D scene…
Its SKILL.md is about 2.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 15 other files, including reference files and assets (for example `agents/openai.yaml`, `demo/PROMPT.md` and `demo/src/ui.js`).
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.
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.
Ships script files (JavaScript), 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.
3D Ultra Realistic Water loads about 2.7k tokens when it runs, and up to ~4.2k if it reads all its reference files. Until then it costs about 166 tokens; SKILL.md has 1,389 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). 1,389 words, ~2,684 tokens.
.claude/skills/3d-ultra-realistic-water/SKILL.md (or your agent's skills folder). This skill also uses 10 other files; get the full folder from GitHub.Use this for an open sea seen by a moving camera, with a horizon and a sun. Reach for something else in these cases:
shaders-cursor-ripples.Source: extracted from Pirate Ship Sunset, a single-file Three.js r169 scene in which a three-masted ship sails a rolling sea at sunset under an auto-cycling camera. The water had to stay convincing from 2 m above the waves out to a 12 km horizon.
Shade the sea per pixel from the analytic derivatives of a deep-water Gerstner sum, and fade each wave out once its wavelength falls below the pixel footprint. The per-pixel derivatives keep the glitter and foam sharp on a mesh whose triangles are 30 m wide at the horizon. The footprint fade stops the far sea from boiling into moiré.
Copy assets/ocean.mjs. You pass in the project's own THREE, and the module does not import a second copy. Before you integrate it, read references/ocean.md, which covers the full constants, render order, buoyancy and post. The demo runs this same module inside the original scene. demo/build.mjs rebuilds it from the reference page.
import { createWaves, bakeOceanDetail, createOcean, createWake, createPlanarReflection } from './ocean.mjs';
const waves = createWaves({ direction: 1.22 }); // wind heading, radians
const ocean = createOcean(THREE, {
waves,
detailTexture: bakeOceanDetail(THREE, renderer), // baked once, 512²
skyCube, // cube rendered from YOUR sky shader
hazeGLSL: SKY_GLSL + 'vec3 oceanHaze(vec3 d){ return hazeColor(d); }',
hazeUniforms: skyUniforms, // may include uSunDir
wake: createWake(THREE, renderer, { shipLength: 34 }), // optional
hull: { halfWidths, zMin: -18, zMax: 18, bowZ }, // optional, ship-local metres
});
scene.add(ocean.mesh);
const reflection = createPlanarReflection(THREE, renderer, { layer: 1 });
ocean.setReflection(reflection);
// every frame, in this order
waves.update(dt); // CPU phases, before any height() query
ship.y = waves.height(ship.x, ship.z); // buoyancy uses the same spectrum
ocean.update({ time, camera, ship: { x, z, fx, fz } });
wake.update(x, z, fx, fz, speed * dt);
reflection.render(scene, camera); // before the main pass
renderer.render(scene, camera); // into a HalfFloat target, then bloom + ACES| layer | what it does | constants |
|---|---|---|
| Spectrum | 8 Gerstner waves, deep-water dispersion ω = √(g·k) | L 78 → 3.1 m (×0.63 per step), A 0.8 → 0.02 m, headings 0, +23, −17, +38, −31, +12, −49, +64° off the wind, Q 0.17 → 0.03 (Σ 0.77) |
| Grid | exponential rings centred under the camera | r = 11.92·(e^(0.033·i) − 1), 210 rings × 400 segments = 84,001 verts, 167,600 tris, reaches ~12.2 km; spacing 0.033·(r + 12) |
| Footprint fade | per wave, in both shaders | fade = 1 − smoothstep(0.18·L, 0.5·L, footprint); vertex footprint 1.2 × ring spacing, pixel footprint 2 × (fwidth(x) + fwidth(z)) |
| Normal | per pixel, normalize(cross(dP/dz, dP/dx)) | Jacobian J = dPdx.x·dPdz.z − dPdx.z·dPdz.x drives crest foam |
| Micro detail | baked 512² tile: 48 sines with integer wave vectors, amplitude ∝ |k|^−1.35 | two octaves at 19 m and 7.3 m (the second rotated 90°), strength 0.4·e^(−d/500) + 0.08 |
| Reflection | Schlick with water F0 = 0.02; 256² sky cube re-rendered every 0.25 s; half-res planar pass for the ship and islands | planar UV nudged by N.xz · (0.06, 0.03) · clamp(30/d, 0.2, 1) |
| Body | deep colour plus sunlit subsurface through the wave crests | deep (0.006, 0.03, 0.048), scatter (0.035, 0.3, 0.27) linear; scatter × toward-sun² × crest height × (0.35 + 4·(1 − N.y)) |
| Glitter | HDR specular, left for the bloom to catch | pow(R·L, 90)·1.2 + pow(R·L, 12)·0.06 + pow(R·L, 1400)·40, sun colour (4.2, 2.3, 1.1); bloom threshold 1.6, knee 0.8 |
| Foam | thresholds a Worley lattice by a mask, so the foam stays lacy | crest smoothstep(0.6, 0.28, J); foam = smoothstep(1 − m, 1.2 − m, pattern·0.88 + m·0.22); gone by 1600 m |
| Wake | 512² half-float field over 380 m, trailing the ship | Kelvin arm offset 1.2 + 0.35·a (atan 0.35 ≈ 19.3°), arm decay 115 m, stern wash 170 m, calm slick 260 m |
| Haze | fogs into the sky's own horizon colour | fog = (1 − e^(−d·2.8e-4))^1.6 |
All of these were A/B tested in the demo scene with the sim frozen, so only the one change differed between frames.
setSeaState() lets amplitude keep rising but caps steepness at ΣQ = 0.95.R.y = abs(R.y) + 0.002. Some wave backs reflect downward. Without the clamp, those faces sample the flat lower half of the sky cube and read as pale grey smears with no glitter. At a grazing shot, 3–4% of the frame changed by as much as 154 levels./9 and /3.3 but offset it by /11 and /4.1. At every 1200 m rebase, the foam pattern jumped by about 24 tiles. The module fixes this.ω·t passes 16,000 rad for the 3 m wave within an hour. That makes the float32 sin() argument the part that degrades first. This rule is precision reasoning and was not observed in the demo.height(x, z) inverts the horizontal displacement with 4 fixed-point steps before it reads y. Reading disp(x, z).y directly was off by 0.15 m on average and by up to 1.17 m on steep crests, across 20,000 samples. After 4 steps, the worst horizontal miss is 0.18 m.renderer.toneMapping = NoToneMapping and applies ACES itself, at exposure 0.9 and bloom 0.35.shadowMap.autoUpdate = false).The ocean mesh is 167,600 triangles. Its fragment shader runs the 8-wave loop once per pixel, plus 6 texture taps, 1 cube tap and 1 planar tap. The planar pass re-renders the reflection layer at half resolution. Under heavy machine load, headless Chrome ran the whole Pirate Ship Sunset scene in 10–13 ms per frame at 1440×900. Hiding the ocean or skipping the reflection pass each changed that by less than the run-to-run noise (about ±2 ms), so neither is the bottleneck. The reference's lever is adaptive resolution: DPR is capped at 1.6, and a resolution scale of 0.6–1.0 steps down when the 60-frame average passes 26 ms and back up below 14.5 ms.
dt to 1/20 s. The reference also rebases the world every 1200 m, shifting the ship, wake, particles, camera and waves.offX/offZ together.__OD.hold() implements this.setAnimationLoop stops when the page is hidden, and the dt clamp absorbs the gap when it resumes.height() inverted), and the wake arms open at about 19°.© 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 10 other files (references, assets) in agent-skills/3d/3d-ultra-realistic-water of MengTo/Skills.
Open the folder on GitHubat commit 83a47fe
3D Ultra Realistic Water 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 Ultra Realistic Water this skillMengTo/Skills | 6.7k | — | ~2.7k | 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 an ultra-realistic open ocean in Three.js with a deep-water Gerstner spectrum shaded per pixel from analytic derivatives, each wave faded at its own pixel footprint, plus Fresnel sky-cube and…. 3D Ultra Realistic Water is an agent skill from MengTo/Skills.js with a deep-water Gerstner spectrum shaded per pixel from analytic derivatives, each wave faded at its own pixel footprint, plus Fresnel sky-cube and planar reflections, subsurface light through the crests, HDR sun glitter, Jacobian lace foam, a Kelvin wake, hull foam, buoyancy queries and aerial perspective into the sky's horizon haze.
3D Ultra Realistic Water fits situations like: sun glitter paths; coastal flyovers and any 3D scene with a moving camera and a water horizon.
Run `npx skills add MengTo/Skills --skill 3d-ultra-realistic-water -a claude-code`. Or copy the skill folder (agent-skills/3d/3d-ultra-realistic-water in MengTo/Skills) into .claude/skills/3d-ultra-realistic-water in your project. Claude Code loads it when a task matches its description.
Run `npx skills add MengTo/Skills --skill 3d-ultra-realistic-water -a codex`. Or copy the skill folder (agent-skills/3d/3d-ultra-realistic-water in MengTo/Skills) into .agents/skills/3d-ultra-realistic-water 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-ultra-realistic-water -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-ultra-realistic-water, .gemini/skills/3d-ultra-realistic-water, .github/skills/3d-ultra-realistic-water and .opencode/skills/3d-ultra-realistic-water in your project.
Going by SKILL.md and its folder, 3D Ultra Realistic Water needs JavaScript for the scripts in its folder. Our summary lists: Node.js.
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 Ultra Realistic Water is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.7k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.5k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with 3D Ultra Realistic Water: 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.