Agent skill

3D Wood Lighting Scorecard

by MengTo in MengTo/Skills

Light carved wood in a dark room in three.js, with procedural grain and pores, one warm key through a window, soft shadows that touch, light shafts, background rays and dust, then score the render…

MITAuto-check passedGame Development

Install 3D Wood Lighting Scorecard

skills CLI
$ npx skills add MengTo/Skills --skill 3d-wood-lighting-scorecard -a claude-code

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

GitHub CLI
$ gh skill install MengTo/Skills 3d-wood-lighting-scorecard --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-wood-lighting-scorecard .claude/skills/3d-wood-lighting-scorecard && 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-wood-lighting-scorecard
GitHub stars
6.7k
Token cost
~2.8k tokens
SKILL.md length
1,727 words
Files
9 (incl. references)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Light carved wood in a dark room in three.js, with procedural grain and pores, one warm key through a window, soft shadows that touch, light shafts, background rays and dust, then score the render…

  • Works in 6 steps: Renderer: NoToneMapping,… → One window. Put the emissive paper, the… → Key DirectionalLight 0xfff2df, intensity… → …
  • Joinery and workshop scenes
  • SKILL.md covers Build order, Rules, each with the failure…, Constants and Cost (measured, headless…, plus 3 more sections
  • Runs JavaScript scripts from its folder; calls node and npm

What it does

3D Wood Lighting Scorecard is an agent skill from MengTo/Skills. Light carved wood in a dark room in three.js, with procedural grain and pores, one warm key through a window, soft shadows that touch, light shafts, background rays and dust, then score the render out of 10 on an anchored rubric with a runnable headless scorecard and iterate until each item reaches the target. Use for oiled timber, kumiko, joinery and workshop scenes; wood that reads flat, plastic or washed out; volumetrics that lift the blacks; "score this out of 10"; or "get the lighting to 8".

Its SKILL.md is about 2.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 other files, including reference files (for example `PROMPT.md`, `agents/openai.yaml` and `references/last-scorecard.json`).

It sits in Game Development, covering 3D graphics and WebGL and Quizzes and assessments. 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

  • Joinery and workshop scenes
  • Wood that reads flat
  • Volumetrics that lift the blacks
  • Score this out of 10

Example prompts

  • “score this out of 10”
  • “get the lighting to 8”
  • “/3d-wood-lighting-scorecard”

Requirements

  • Node.js

Workflow steps

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

  1. Renderer: NoToneMapping, LinearSRGBColorSpace, HalfFloatType target with samples: 4, autoClear = false. Draw everything, additive shafts…
  2. One window. Put the emissive paper, the key light's direction, the shaft planes, and the window card in the PMREM environment on the same…
  3. Key DirectionalLight 0xfff2df, intensity 2.0, 4096 shadow map (2048 under 820 px), normalBias 0.0045 (0.0085 at 2048), bias -0.00025…
  4. Fill 0xaec7df 0.60-0.76 from the camera side, rim 0xffdeb4 0.72 from behind, hemisphere 0xb5c5d7 / 0x35281c 0.19. These only keep the…
  5. Wood: MeshPhysicalMaterial ior 1.43, specularIntensity 0.72, roughness clamp(base * W.rough, 0.35, 1), procedural albedo/roughness/bump…
  6. Shafts, then dust, then the last pass, then run references/scorecard.mjs.

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

    Ships script files (JavaScript), which the agent can run.

    Shell commands in SKILL.md call:

    • node
    • npm

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npm, which can reach the network depending on how they are called.

    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 Wood Lighting Scorecard loads about 2.8k tokens when it runs, and up to ~14k if it reads all its reference files. Until then it costs about 132 tokens; SKILL.md has 1,727 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~132
When it runs · the whole SKILL.md, loaded when a task matches
~2.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~14k

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). 1,727 words, ~2,829 tokens.

Download SKILL.mdSave it as .claude/skills/3d-wood-lighting-scorecard/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.
name
3d-wood-lighting-scorecard
description
Light carved wood in a dark room in three.js, with procedural grain and pores, one warm key through a window, soft shadows that touch, light shafts, background rays and dust, then score the render out of 10 on an anchored rubric with a runnable headless scorecard and iterate until each item reaches the target. Use for oiled timber, kumiko, joinery and workshop scenes; wood that reads flat, plastic or washed out; volumetrics that lift the blacks; "score this out of 10"; or "get the lighting to 8".

3D Wood Lighting Scorecard

Wood only looks like wood under one directional key raking across a dark room, so the grain, the shadow seam and the light shafts are lit by the same window, tone-mapped once at the end, and each is measured on the finished frame instead of judged by mood.

Verified stack: Three.js r169 (unpkg), WebGL2, GLSL patched into MeshPhysicalMaterial.onBeforeCompile, a half-float MSAA target and a hand-written ACES pass. The demo is demo.html; the numbers are references/.

Boundaries. This is the lighting-and-material layer for one lit interior. For sun shafts that must be cut by real trees and rooflines use 3d-sky-rays (screen-space occlusion); here the shafts are authored planes. For scanned or painted PBR maps, texel budgets and delivery use 3d-high-resolution-textures; here the wood is procedural from one shared 1024 noise field. For a bright rim on dark metal use 3d-specular-rim-glow; for glass use the studio-box ladder, not this. For the scoring habit alone use workflow-score-to-target; this skill supplies the wood rubric and the machine that measures it.

Extracted from Kibori (木彫), a scroll-driven WebGL woodworking page: its woodMat, buildEnvironment, key rig, shaft planes, dust and final pass are ported, with the window moved to where the shafts need it.

Build order

  1. Renderer: NoToneMapping, LinearSRGBColorSpace, HalfFloatType target with samples: 4, autoClear = false. Draw everything, additive shafts and dust included, into that target. Tone-map once in a last full-screen pass.
  2. One window. Put the emissive paper, the key light's direction, the shaft planes, and the window card in the PMREM environment on the same line. Nothing else.
  3. Key DirectionalLight 0xfff2df, intensity 2.0, 4096 shadow map (2048 under 820 px), normalBias 0.0045 (0.0085 at 2048), bias -0.00025, shadowMap.autoUpdate = false for a static room. Let a real wall with a real opening cast: the pool of light on the bench is then the window's shape.
  4. Fill 0xaec7df 0.60-0.76 from the camera side, rim 0xffdeb4 0.72 from behind, hemisphere 0xb5c5d7 / 0x35281c 0.19. These only keep the shaded flank alive; they are not the look.
  5. Wood: MeshPhysicalMaterial ior 1.43, specularIntensity 0.72, roughness clamp(base * W.rough, 0.35, 1), procedural albedo/roughness/bump from one periodic noise field baked once (1024x1024 RGBA8, 64 cells, three octaves, mipmapped, repeat).
  6. Shafts, then dust, then the last pass, then run references/scorecard.mjs.

Rules, each with the failure it prevents

Grain vanishes under flat light. A hemisphere or environment that is bright enough to see the room fills every pore and the board reads as painted. Keep the key at 2.0 and the ambient terms low; measured here, turning the studio reflections off raised the total score by 0.14 because they lifted the shadows. Per-material envMapIntensity 0.25 for the bench, 0.45 for the carved board, 0.40 default.

envMapIntensity does nothing and tuning "works" on paper. With three r163+ the material value is only read when material.envMap is set; scene.environment alone ignores it. Set mat.envMap = env on every wood material, and toggle a layer through the intensity, not by nulling the map (that recompiles).

The sheen mirrors a window that is not there. Kibori hung its environment window at front-left; a scene whose window is behind-left reflects a light that does not exist. Place the environment window pane group where the real window is (here (-2.3, 4.3, -3.2), scale 0.5, 12 panes 1.24x1.38 at radiance 3.8/3.55/3.05). Tilt the board so the mirror direction lands a little off the window (0.27 rad here; at exactly the mirror angle the whole board turns milky).

Volumetrics wash the blacks and the grain. Additive planes add light to everything behind them, including the top of the timber they cross. Fade each shaft by world height (smoothstep(0.02, 0.34, y)), keep the gain at 0.13 (Kibori 0.12) and the brightness above the reference strip under 35 levels, and read the black point: p1 must stay under 7. Before the height fade, gain 0.14 laid a milky haze across the plaque and the grain went with it.

A hard wedge where a shaft plane cuts a solid. The plane intersects the bench or the post and draws a bright line. Kibori kept planes behind the benches; the height fade above does it without moving them. Also clamp before pow: pow(1.0 - across, 2.2) with a hair-negative edge coordinate is NaN and NaN through additive blending is a black wedge.

God rays clip. If the renderer tone-maps, or the shaft pass is added after ACES, the beams either double-map or hit 1.0 flat. Sum them in linear HDR, then run ACES once (a=2.51 b=0.03 c=2.43 d=0.59 e=0.14). The window paper is toneMapped:false linear (1.15, 0.86, 0.52); at (3.9, 3.35, 2.55) it clipped to white paper.

Additive alpha. AdditiveBlending adds alpha too. On an opaque canvas it is invisible; if the scene is ever drawn into an alpha-composited layer, use CustomBlending with blendSrc One, blendDst One, blendSrcAlpha Zero, blendDstAlpha One.

Shadow acne on the bench, or a gap under the plaque. Acne comes from a small negative bias alone; use normalBias scaled to the map (0.0045 at 4096, 0.0085 at 2048). A gap between object and shadow (peter-panning) is normalBias too high. The scorecard reads it as contactGap. Add a baked contact pool under each object (radial alpha 0.78, r = 0.30..1.0 smoothstep, y 0.0012); the shadow map alone leaves the seam light.

A single-band texture shimmers at grazing angles. Fine bands (pores at 96/88 cycles per metre, fibres 230, rays 13/115) must fade with fwidth of their own coordinate, and the bump must give up before the colour does (1 - smoothstep(0.05, 0.18, vesselPx)), or dFdx(h) beats into moire. The scorecard's shimmer is a half-pixel view shift; 1.1 here, 3+ is aliasing.

A carved relief turns to noise. Grooves under 12 px per period alias in the bump and sparkle against a bright environment. The seigaiha carving here uses 0.15 m cells and two rings per circle (about 16 px at 1440 wide); at 0.062 m it was noise at 1x and fine at 2x. Size carving to the pixel budget, not the model.

Bricks in the grain. Medullary-ray flecks (rays) on a flat-sawn top face read as a tiled grid. Kibori's 0.8 default is for quartersawn faces; on the plaque it is 0, on others 0.15.

Banding in the dark wall. 8-bit steps in a vignetted gradient. A +-0.0015 hash dither ((hash - 0.5) * 0.003) after the sRGB encode removes it; the scorecard counts runs of 6+ identical pixels (flatRun 0.019).

The metric moves when the camera does. Freeze the sway and time (KiboriScore.freeze(true)), render and read the canvas in the same task (no preserveDrawingBuffer), capture at a fixed size and DPR, and use headless Chromium; the in-app pane backgrounds itself and shares the GPU.

Show full SKILL.md (621 more words)Show less

Constants

ItemValue
Camera34 deg vertical, (0.60, 1.25, 2.55) looking at (0.05, 0.50, -0.30); wider FOV below aspect 1
Light direction(0.40, -0.75, 0.45) normalised, window centre (-0.60, 1.40, -1.0), opening 1.5 x 1.5
TargetHalfFloat, MSAA 4, DPR cap 2
Key / fill / rim / hemi2.0 / 0.60 / 0.72 / 0.19 (Kibori fill 0.76)
Shafts5 planes 0.44-0.52 wide, length 2.75, gain 0.13, foot fade 0.22 (Kibori 0.30), fbm 3 octaves
Wall rays10 planes, 0.20-0.90 wide, length 2.2, gain 0.08
Dust1900 points, size 17 / depth px clamped 3.4-46, 1 - smoothstep bokeh, gated to within ~0.33 m of a beam axis
Field1024^2 RGBA8, 64 periodic cells (n, f, second n), mipmapped; 16 px for the "low" toggle
Last passunsharp 0.10, vignette 0.42 + 0.58 v, ACES, sRGB, dither 0.003

Cost (measured, headless Chromium on Apple Silicon, Metal)

Full pipeline, one frame plus a 1 px readback: 7.4-7.9 ms at 1440x900 x1, 16.5 ms at 2880x1800 (DPR 2), 7.2 ms at 390x844 DPR 2. The shaft and wall-ray planes are the dearest layer (a 3-octave fbm per additive pixel: about 1 ms at x1, 5 ms at x2); the shadow map is free after the first frame because it is static; grain, env, key and dust are each about 0.2-0.7 ms. The cheap lever is the fbm octave count on the shafts (or drawing them at half resolution), not fewer planes. Do not conclude from one toggle: at 2x the noise between runs is about 1 ms.

Scoring loop

  1. Serve the page, npm i playwright-core, run node references/scorecard.mjs (--url, --size 1440x900, --dpr 1, --target 8, --no-ablate, --sync). It captures headless, freezes time, scores the eight items in references/rubric.md, ablates each layer and writes JSON; exit code 1 if any item is short.
  2. Score the baseline before changing anything (all layers off: 3.7 here) and keep the file. The ablation is the check on the metrics: a layer whose removal raises the total is either measured wrongly or not earning its cost.
  3. Fix the lowest item's cheapest sub-metric first, re-run at the same size and DPR, and keep only what the picture confirms. Look at a 2x crop after every metric-driven change; three of this demo's "improvements" raised a number and made the board look worse (full-board clearcoat, anisotropy 0.3, per-pixel tone gain 2.4) and were reverted.
  4. For a score that means "looks right", hand the captures and the rubric to a fresh judge that has not seen the numbers, and take the lower of the two.
  5. Report honestly. Demo, 1440x900 x1: 8.8 average; grain 8.1, key/fill 10, shadows 9.6, shafts 8.0, rays 8.8, tone 9.8, texture 9.7, specular 6.5 (short of 8: the sheen is broad, not a distinct highlight, and the fixes that added one damaged the grain). At DPR 2 the specular item is 7.4 and shafts 7.3 (dust specks finer than the measuring window).

Accessibility and lifecycle

  • prefers-reduced-motion: a designed still (time fixed at 5.2, no sway, no dust drift), rendered on demand; the layer switches and the score still work.
  • Pause on document.hidden and when the canvas leaves the viewport; dt clamped to 1/30 s, and the first frame after a pause has dt = 0.
  • Size from a ResizeObserver; DPR capped at 2; target and dust point size follow it.
  • Layer switches are real checkboxes with visible focus; the score is an aria-live region.
  • Below 820 px the panel moves under the canvas and a score chip sits on it.

Verify

  • The metrics block in demo.html equals references/metrics.js (node scorecard.mjs --sync).
  • 1440x900 and 390x844, console clean, reduced motion shows a composed frame, tab order reaches every switch.
  • A scorecard JSON with baseline, all-on, ablation and cost exists and matches the claims above.

© 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 8 other files (references) in agent-skills/3d/3d-wood-lighting-scorecard of MengTo/Skills.

  • SKILL.md
  • PROMPT.md
  • agents/openai.yaml
  • demo.html
  • preview.jpg
  • references/last-scorecard.json
  • references/metrics.js
  • references/rubric.md
  • references/scorecard.mjs

Open the folder on GitHubat commit 83a47fe

Compare with similar skills

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SkillStarsUsed inTokensAuto-checkLicenceRepo updated
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Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Works with

Questions about 3D Wood Lighting Scorecard

What does 3D Wood Lighting Scorecard do?

Light carved wood in a dark room in three.js, with procedural grain and pores, one warm key through a window, soft shadows that touch, light shafts, background rays and dust, then score the render…. 3D Wood Lighting Scorecard is an agent skill from MengTo/Skills.js, with procedural grain and pores, one warm key through a window, soft shadows that touch, light shafts, background rays and dust, then score the render out of 10 on an anchored rubric with a runnable headless scorecard and iterate until each item reaches the target.

When should I use 3D Wood Lighting Scorecard?

3D Wood Lighting Scorecard fits situations like: joinery and workshop scenes; wood that reads flat; volumetrics that lift the blacks; score this out of 10.

How do I install 3D Wood Lighting Scorecard in Claude Code?

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

How do I install 3D Wood Lighting Scorecard in Codex?

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

Can I use 3D Wood Lighting Scorecard 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-wood-lighting-scorecard -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-wood-lighting-scorecard, .gemini/skills/3d-wood-lighting-scorecard, .github/skills/3d-wood-lighting-scorecard and .opencode/skills/3d-wood-lighting-scorecard in your project.

What does 3D Wood Lighting Scorecard need to run?

Going by SKILL.md and its folder, 3D Wood Lighting Scorecard needs JavaScript for the scripts in its folder and the command-line tools its instructions call (node and npm). Our summary lists: Node.js.

Does 3D Wood Lighting Scorecard access the network?

SKILL.md contains no URLs. Its commands use npm, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is 3D Wood Lighting Scorecard 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 Wood Lighting Scorecard use?

3D Wood Lighting Scorecard 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 Wood Lighting Scorecard use?

About 2.8k 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 11k tokens, read only when the agent opens those files.

What are the alternatives to 3D Wood Lighting Scorecard?

Skills that share tags, products or a category with 3D Wood Lighting Scorecard: Explorer Viewer Builder (mohitagw15856/pm-claude-skills, 1.4k stars), Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars) and Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains 3D Wood Lighting Scorecard?

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.