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 volumetric underwater god rays to a Three.js scene, marching one drifting swell field along every view ray at half resolution so the light shafts converge on the sun, parallax with the camera…
$ npx skills add MengTo/Skills --skill 3d-underwater-god-rays -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install MengTo/Skills 3d-underwater-god-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-underwater-god-rays .claude/skills/3d-underwater-god-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-underwater-god-rays" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-underwater-god-rays into .claude/skills/3d-underwater-god-rays/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-underwater-god-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-underwater-god-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-underwater-god-rays -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install MengTo/Skills 3d-underwater-god-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-underwater-god-rays .agents/skills/3d-underwater-god-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-underwater-god-rays" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-underwater-god-rays into .agents/skills/3d-underwater-god-rays/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-underwater-god-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-underwater-god-rays -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install MengTo/Skills 3d-underwater-god-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-underwater-god-rays .cursor/skills/3d-underwater-god-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-underwater-god-rays" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-underwater-god-rays into .cursor/skills/3d-underwater-god-rays/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-underwater-god-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-underwater-god-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-underwater-god-rays -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install MengTo/Skills 3d-underwater-god-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-underwater-god-rays .gemini/skills/3d-underwater-god-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-underwater-god-rays" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-underwater-god-rays into .gemini/skills/3d-underwater-god-rays/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-underwater-god-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-underwater-god-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-underwater-god-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-underwater-god-rays .github/skills/3d-underwater-god-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-underwater-god-rays" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-underwater-god-rays into .github/skills/3d-underwater-god-rays/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-underwater-god-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-underwater-god-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-underwater-god-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-underwater-god-rays .opencode/skills/3d-underwater-god-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-underwater-god-rays" agent skill from https://github.com/MengTo/Skills/tree/main/agent-skills/3d/3d-underwater-god-rays into .opencode/skills/3d-underwater-god-rays/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3d-underwater-god-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-underwater-god-raysAdd volumetric underwater god rays to a Three.js scene, marching one drifting swell field along every view ray at half resolution so the light shafts converge on the sun, parallax with the camera…
3D Underwater God Rays is an agent skill from MengTo/Skills. Add volumetric underwater god rays to a Three.js scene, marching one drifting swell field along every view ray at half resolution so the light shafts converge on the sun, parallax with the camera and carry rippling caustic streaks, with a shimmering surface underside, a sun that wobbles through the ripples, and the same light dappling fish as they swim through the beams. Use for underwater scenes, oceans seen from below, aquariums, reefs, kelp forests, diving and shipwreck scenes, schools of fish, sunbeams or…
Its SKILL.md is about 2.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 14 other files, including 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 Underwater God Rays loads about 2.5k tokens when it runs. Until then it costs about 180 tokens; SKILL.md has 1,269 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). 1,269 words, ~2,481 tokens.
.claude/skills/3d-underwater-god-rays/SKILL.md (or your agent's skills folder). This skill also uses 10 other files; get the full folder from GitHub.Use this when the camera is under the water and the light comes down through it. Reach for a sibling instead in these cases:
3d-sky-rays. Its screen-space radial blur of an occlusion mask is the right tool there. It cannot parallax or carry ripples, so under water keep it only as a low companion for fish shadows (Blue Hour runs it at 0.25).3d-ultra-realistic-water.3d-wood-lighting-scorecard.Source: extracted from Blue Hour, the living-ocean wallpaper of a Three.js iPhone Duo study. A school of 2,200 Blender sardines turns behind a glass device. The light had to read as sun through water across the whole 38 s camera dolly and on the device's own screen.
Verified stack: Three.js r170, WebGL2, GLSL ShaderMaterials, one HalfFloat render target, and a hand-written ACES pass. No post-processing library.
Sample one drifting swell field across the sun direction, and integrate it along every view ray. Each point in the water is lit by the swell value at its position measured perpendicular to the sun. The shafts are therefore parallel columns in the world. They converge on the sun the way rails converge on a vanishing point, and they slide past the fish when the camera moves. Paint the same shafts in screen space and they stay locked to the lens.
Copy assets/underwater-light.mjs. You pass in your own THREE, and the module does not import a second copy. The demo runs this same module inside Blue Hour's renderer. demo/build.mjs rebuilds it from the Blue Hour sources.
import { createUnderwaterLight, LIGHT_GLSL, WATER_GLSL } from './underwater-light.mjs';
// One uniforms object shared by the water, fish and particle materials.
const uniforms = {
uSunDirection: { value: new THREE.Vector3(.25, .40, -1).normalize() }, // toward the sun
uTime: { value: 0 },
uCameraPosition: { value: camera.position },
uCameraWorld: { value: camera.matrixWorld },
uInverseProjection: { value: camera.projectionMatrixInverse },
};
const light = createUnderwaterLight(THREE, { uniforms }); // before creating the materials below
light.setSize(innerWidth * dpr, innerHeight * dpr); // drawing-buffer pixels, again on resize
// Water: a full-screen quad. Declare uSunDirection, uCameraPosition, uTime,
// uShafts and uShaftTexel, then add ${LIGHT_GLSL}${WATER_GLSL} and in main():
// vec3 sunRay = ray;
// color += surfaceUnderside(ray, sunRay); // also bends sunRay through the ripples
// ...draw your sun with sunRay...
// color += underwaterShafts(vUv, ray);
// Fish: declare uSunDirection, then add ${LIGHT_GLSL} and multiply the sun key
// by underwaterDapple(worldPosition, uTime).
// Every frame, in this order:
uniforms.uTime.value = time;
camera.updateMatrixWorld();
light.render(renderer); // the march, into its own half-resolution target
// then the water, the fish, and one tone map at the end| layer | constants |
|---|---|
| Swell | 4 sines along (.86, .51), (−.42, .91), (.13, −.99), (−.97, −.24) at ×1, 1.23, 0.87, 1.41; drift 0.29, 0.24, 0.19, 0.15 rad/s; domain warp 0.62 |
| Across the sun | scale 1.3, so the main period is about 4.8 world units against a frame about 22 units wide at the school |
| Shaft focus | smoothstep(−0.05, 1, swell)², faded by exp(−0.012 · distance to the surface along the sun) |
| Caustic web | the swell again at ×2.6 and 1.35× speed, `(1 − |
| March | 26 steps, t = 4 + 50·f², weight exp(−0.06t)·(0.08 + f), divided by the weight sum; a stable per-pixel jitter (interleaved gradient noise) instead of temporal noise |
| Sun blend | total = mix(total, 0.16, μ^28), where μ = ray·sun |
| Phase | 0.7 + 1.1μ^5 + 0.9μ^40; rays below the horizon × mix(0.45, 1, smoothstep(−0.45, 0.35, ray.y)) |
| Gain | (0.16, 0.40, 0.47) × 3.6, linear HDR, tone-mapped once at the end |
| Buffer | 0.5 × the drawing buffer, HalfFloat, single-sampled (the march is soft, so MSAA buys nothing), upsampled with a 4-tap tent at ½ texel |
| Surface underside | plane at y = 12; network `(1 − |
| Fish | sun key × 0.62 + 1.5 · shaftLight |
| The rest of the frame | sun corona halved to (0.043, 0.095, 0.123)·μ^48; screen-space ray pass cut from 0.82 to 0.25 |
These came from A/B renders of the Blue Hour frame: the same camera, the same frozen fish, one change at a time.
1 − |swell| makes a web of thin sheets, and a ray that crosses many sheets averages them into flat haze. On a frozen frame the ridge web raised the mean brightness of the water by 20% and halved the contrast between pixel columns, from 0.247 to 0.118. The demo's Ridge web switch shows it.exp(−0.06t): the near ones smear least, so they hold the beam edges.mix(total, 0.16, μ^28) closes it.LIGHT_GLSL declares its own uniforms (uSurfaceY, uShaftScale, uShaftFloor, uCompare) and expects the host to declare uSunDirection before it. Declaring one twice is a compile error, and the material quietly draws nothing.Under heavy machine load (load average about 60), headless Chrome on ANGLE Metal rendered the whole Blue Hour frame in 6–10 ms at 2048×1440. That frame includes 2,200 instanced sardines, the water, the 1024×720 march, the screen-space ray pass and the tone map. Skipping the march changed the median by less than the run-to-run noise (about ±2 ms) across 5 alternating rounds of 20 frames, so it is not the bottleneck here. If it shows up in your profile, lower the buffer scale or the step count. The shafts are low frequency, so both mostly cost softness, but measure that before you rely on it.
prefers-reduced-motion: reduce, hold the frame at t = 0 and re-render only when a control changes. The jitter is stable per pixel, so a still frame doesn't crawl.document.hidden, and reset the frame clock on visibilitychange so the first frame back doesn't integrate the whole pause.© 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 (assets) in agent-skills/3d/3d-underwater-god-rays of MengTo/Skills.
Open the folder on GitHubat commit 83a47fe
3D Underwater God 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 Underwater God Rays this skillMengTo/Skills | 6.7k | — | ~2.5k | 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
Add volumetric underwater god rays to a Three.js scene, marching one drifting swell field along every view ray at half resolution so the light shafts converge on the sun, parallax with the camera…. 3D Underwater God Rays is an agent skill from MengTo/Skills.js scene, marching one drifting swell field along every view ray at half resolution so the light shafts converge on the sun, parallax with the camera and carry rippling caustic streaks, with a shimmering surface underside, a sun that wobbles through the ripples, and the same light dappling fish as they swim through the beams.
3D Underwater God Rays fits situations like: underwater scenes; oceans seen from below; diving and shipwreck scenes; schools of fish.
Run `npx skills add MengTo/Skills --skill 3d-underwater-god-rays -a claude-code`. Or copy the skill folder (agent-skills/3d/3d-underwater-god-rays in MengTo/Skills) into .claude/skills/3d-underwater-god-rays in your project. Claude Code loads it when a task matches its description.
Run `npx skills add MengTo/Skills --skill 3d-underwater-god-rays -a codex`. Or copy the skill folder (agent-skills/3d/3d-underwater-god-rays in MengTo/Skills) into .agents/skills/3d-underwater-god-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-underwater-god-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-underwater-god-rays, .gemini/skills/3d-underwater-god-rays, .github/skills/3d-underwater-god-rays and .opencode/skills/3d-underwater-god-rays in your project.
Going by SKILL.md and its folder, 3D Underwater God Rays 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 Underwater God 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 2.5k tokens (SKILL.md is roughly 9.9k 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 Underwater God 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, 2.5k 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.