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.
Preview-first authoring of deterministic procedural terrain for Three.js WebGPU and Vibe3D registries, including SDF or field-generated rocks, cliffs, caves, ground patches, formations, topology…
$ npx skills add vibe-stack/vibe3d --skill vibe-terrain -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install vibe-stack/vibe3d vibe-terrain --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/vibe-stack/vibe3d.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/vibe-terrain .claude/skills/vibe-terrain && 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 "vibe-terrain" agent skill from https://github.com/vibe-stack/vibe3d/tree/main/.agents/skills/vibe-terrain into .claude/skills/vibe-terrain/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibe-terrain", 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/vibe-stack/vibe3d/tree/main/.agents/skills/vibe-terrainType 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 vibe-stack/vibe3d --skill vibe-terrain -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install vibe-stack/vibe3d vibe-terrain --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/vibe-stack/vibe3d.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.agents/skills/vibe-terrain .agents/skills/vibe-terrain && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "vibe-terrain" agent skill from https://github.com/vibe-stack/vibe3d/tree/main/.agents/skills/vibe-terrain into .agents/skills/vibe-terrain/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibe-terrain", 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 vibe-stack/vibe3d --skill vibe-terrain -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install vibe-stack/vibe3d vibe-terrain --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/vibe-stack/vibe3d.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.agents/skills/vibe-terrain .cursor/skills/vibe-terrain && 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 "vibe-terrain" agent skill from https://github.com/vibe-stack/vibe3d/tree/main/.agents/skills/vibe-terrain into .cursor/skills/vibe-terrain/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibe-terrain", 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/vibe-stack/vibe3d.git --path .agents/skills/vibe-terrain--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 vibe-stack/vibe3d --skill vibe-terrain -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install vibe-stack/vibe3d vibe-terrain --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/vibe-stack/vibe3d.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.agents/skills/vibe-terrain .gemini/skills/vibe-terrain && 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 "vibe-terrain" agent skill from https://github.com/vibe-stack/vibe3d/tree/main/.agents/skills/vibe-terrain into .gemini/skills/vibe-terrain/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibe-terrain", 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 vibe-stack/vibe3d vibe-terrainInstalls 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 vibe-stack/vibe3d --skill vibe-terrain -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/vibe-stack/vibe3d.git skills-src && mkdir -p .github/skills && cp -r skills-src/.agents/skills/vibe-terrain .github/skills/vibe-terrain && 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 "vibe-terrain" agent skill from https://github.com/vibe-stack/vibe3d/tree/main/.agents/skills/vibe-terrain into .github/skills/vibe-terrain/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibe-terrain", 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 vibe-stack/vibe3d --skill vibe-terrain -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install vibe-stack/vibe3d vibe-terrain --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/vibe-stack/vibe3d.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.agents/skills/vibe-terrain .opencode/skills/vibe-terrain && 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 "vibe-terrain" agent skill from https://github.com/vibe-stack/vibe3d/tree/main/.agents/skills/vibe-terrain into .opencode/skills/vibe-terrain/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibe-terrain", 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.
vibe-terrainPreview-first authoring of deterministic procedural terrain for Three.js WebGPU and Vibe3D registries, including SDF or field-generated rocks, cliffs, caves, ground patches, formations, topology…
Vibe Terrain is an agent skill from vibe-stack/vibe3d. Preview-first authoring of deterministic procedural terrain for Three.js WebGPU and Vibe3D registries, including SDF or field-generated rocks, cliffs, caves, ground patches, formations, topology caches, LODs, collision, and biome-aware TSL materials. Use when building, revising, validating, cataloguing, or packaging terrain generators and natural hard-organic assets. Do not use for hard-surface props, characters, vegetation systems, generic Three.js applications, or bitmap-only terrain.
Its SKILL.md is about 1.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `agents/openai.yaml`, `references/catalogue-schema.md` and `references/preview-loop.md`).
It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. The repository describes itself as: the last asset library you'll ever need. The licence is MIT.
Read from SKILL.md and the folder at commit d8f86a0. 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.
Vibe Terrain loads about 1.3k tokens when it runs, and up to ~4.5k if it reads all its reference files. Until then it costs about 126 tokens; SKILL.md has 527 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 vibe-stack/vibe3d at commit d8f86a0, republished under its MIT licence (© vibe-stack). 527 words, ~1,273 tokens.
.claude/skills/vibe-terrain/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.Build terrain from authoritative recipes and disposable compiled topology:
terrain brief -> source recipe -> deterministic multi-seed preview
^ |
`---- geological + technical QA ---'
source recipe -> dense transient reference -> reduction + high-to-low bake
| |
`---------- fallback --------> game-ready compiled terrain cacheBefore authoring, read:
Work in the terrain registry's configured source directory. Keep the recipe, topology identity, material response, and public runtime contract in source. Treat a compiled topology cache as reproducible acceleration data, never as the authoritative asset.
Separate configuration into:
Derive topologyKey only from the first group plus the compiler and LOD
profile. Keep the random seed in variation unless the recipe proves that it can
change connectivity.
Use @vibe3djs/terrain for compiled-topology validation, encoding, cache
identity, representation selection, and source fallback. Return the same stable
model instance contract from both paths.
Implement the simplest representation that preserves the formation:
Evaluate macro structure before adding noise. Use noise to express a named process at a declared physical scale. Generate or validate topology before procedural texturing. Keep source generation deterministic for the same recipe, configuration, seed, compiler version, and profile.
Compile reduced connectivity, normalized domain coordinates, stable vertex IDs, UV or projection bake domains, adjacency, LOD index buffers, chunk seams, and collision indices. A compiled terrain artifact may also contain fingerprinted high-to-low height, normal, AO, curvature, or region-mask pages. Keep these pages separate from topology and treat them as disposable compiler outputs. Do not cache Three.js objects, scene graphs, GLB files, or any artifact without its authoritative recipe and full compiler fingerprint.
Declare a bounded deformation envelope. Reject a cache if its asset ID,
topologyKey, recipe hash, compiler hash, or profile differs from the request.
In auto mode, materialize a compatible cache; otherwise generate from source
and optionally refresh the cache. Never approximate an incompatible request
with the nearest cached topology.
Capture at least three deterministic seeds in neutral light, one biome context, and the declared LODs. Include a wireframe or topology diagnostic separately from beauty images.
Critique geological structure first, then silhouette and negative space, feature-scale hierarchy, contact and placement, material response, topology, LOD behavior, and performance. Apply the highest-impact correction and repeat.
Accept only when the formation remains recognizable across the tested seeds and the compiled cache passes game-ready validation. Stop after acceptance, two plateauing critiques, or ten visual iterations; a plateau requires a better representation or stronger reference evidence.
Keep:
Report unresolved geological approximations and any parameter that invalidates the topology cache. Do not deliver a compiled cache without its source recipe.
© vibe-stack, 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 5 other files (references) in .agents/skills/vibe-terrain of vibe-stack/vibe3d.
Open the folder on GitHubat commit d8f86a0
Vibe Terrain 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 |
|---|---|---|---|---|---|---|
| Vibe Terrain this skillvibe-stack/vibe3d | 137 | — | ~1.3k | 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 | 2 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.
vibe-stack/vibe3d
Preview-first reconstruction of reference-driven hard-surface props, machinery, signage, modular architecture, and hero assemblies as direct Three.js source.
Works with
Categories
Preview-first authoring of deterministic procedural terrain for Three.js WebGPU and Vibe3D registries, including SDF or field-generated rocks, cliffs, caves, ground patches, formations, topology…. Vibe Terrain is an agent skill from vibe-stack/vibe3d.js WebGPU and Vibe3D registries, including SDF or field-generated rocks, cliffs, caves, ground patches, formations, topology caches, LODs, collision, and biome-aware TSL materials.
Vibe Terrain fits situations like: packaging terrain generators and natural hard-organic assets; hard-surface props; vegetation systems; generic Three.js applications.
Run `npx skills add vibe-stack/vibe3d --skill vibe-terrain -a claude-code`. Or copy the skill folder (.agents/skills/vibe-terrain in vibe-stack/vibe3d) into .claude/skills/vibe-terrain in your project. Claude Code loads it when a task matches its description.
Run `npx skills add vibe-stack/vibe3d --skill vibe-terrain -a codex`. Or copy the skill folder (.agents/skills/vibe-terrain in vibe-stack/vibe3d) into .agents/skills/vibe-terrain 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 vibe-stack/vibe3d --skill vibe-terrain -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/vibe-terrain, .gemini/skills/vibe-terrain, .github/skills/vibe-terrain and .opencode/skills/vibe-terrain in your project.
SKILL.md names no scripts, command-line tools or credentials: Vibe Terrain 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.
Vibe Terrain is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.3k tokens (SKILL.md is roughly 5.1k 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 3.2k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Vibe Terrain: 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.
vibe-stack (a GitHub organization) maintains it in vibe-stack/vibe3d, which has 137 GitHub stars. The repository holds 2 skills in this directory. The repository was last updated on August 30, 2026.
Source: vibe-stack/vibe3d on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.