Skill rating
24 skills. The A–F grade combines safety (60%) and quality (40%); tests add a bonus. The rating refreshes automatically from open catalogs.
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| # | Grade | Skill | Score ▾ | Safety | Quality | Process | Tests | Popularity | Updated |
|---|---|---|---|---|---|---|---|---|---|
| 1 | A | threejs-parallax-occlusion-mappingGeneratorscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Build silhouette-aware parallax occlusion mapping in Three.js WebGPU and TSL. Use for height-field ray marching, relief UVs, clipped flat or curved silhouettes, inflated shells, self-shadowing, relief | 100 | 88 | C | — | ★ 853 | 3 d ago | |
| 2 | A | threejs-procedural-architectureGeneratorSoftware developmentscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Build authored procedural buildings and architectural kits in Three.js. Use for massing grammars, exposed-edge analysis, façade bays, profiles, arches, cornices, roofs, ornaments, material-slot mesh c | 100 | 88 | C | — | ★ 853 | 3 d ago | |
| 3 | A | threejs-exposure-color-gradingGeneratorInfrastructurescottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, | 100 | 88 | C | — | ★ 853 | 3 d ago | |
| 4 | A | threejs-precipitation-surfacesGeneratorSoftware developmentscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Build coupled precipitation and affected surfaces in Three.js. Use for falling snow, snow accumulation, model snow caps, wet asphalt puddles, procedural ripple normals, splash flipbooks, rain streaks, | 100 | 88 | C | — | ★ 853 | 3 d ago | |
| 5 | A | threejs-temporal-surfacesGeneratorInfrastructurescottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Build view-aligned and screen-space surface effects in Three.js. Use for touch-history frost and thaw, ping-pong accumulation, reduced-resolution blur, crystalline masks, two-scale refraction, and pro | 100 | 88 | C | — | ★ 853 | 3 d ago | |
| 6 | A | threejs-image-pipelineProcedureInfrastructurescottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Build a deliberate final-image pipeline for advanced Three.js scenes. Use for depth, normal, albedo, and history ownership; GTAO or bent normals; bloom; eye adaptation; tone mapping; 3D LUT grading; e | 100 | 88 | C | — | ★ 853 | 3 d ago | |
| 7 | A | threejs-procedural-vfxIntegrationSoftware developmentInfrastructurescottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Author production real-time VFX in Three.js. Use for filmic HDR lens-flare compositors, highlight-derived ghosts, field-angle pupil deformation, localized glare and bloom, raymarched aurora curtains, | 100 | 88 | D | — | ★ 853 | 3 d ago | |
| 8 | B | threejs-screen-space-ambient-occlusionProcedureInfrastructurescottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Implement a production GTAO path in Three.js. Use for half-resolution horizon sampling, reversed-depth reconstruction, bent-normal encoding, full-resolution bilateral reconstruction, environment-light | 100 | 84 | C | — | ★ 853 | 3 d ago | |
| 9 | B | threejs-raymarched-space-effectsGeneratorData and analyticsscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Build raymarched space phenomena in Three.js. Use for black-hole lensing, accretion disks, wormhole throat transits, curved-ray and null-geodesic integration, lensed celestial spheres, procedural star | 100 | 84 | D | — | ★ 853 | 3 d ago | |
| 10 | B | threejs-procedural-vegetationGeneratorSoftware developmentscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Generate authored procedural trees, grass, ivy, flowers, and vegetation in Three.js or raw WebGPU. Use for surface-following vines, painted ivy paths, stylized or GPU grass, GPU-culled virtual flower | 100 | 84 | C | — | ★ 853 | 3 d ago | |
| 11 | B | threejs-procedural-animationGeneratorWriting and documentsscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Build advanced procedural animation in Three.js. Use for launch kinematics, gravity turns, staging, spin docking, target-frame decomposition, spring-follow motion, rotating-frame alignment, peeling de | 100 | 84 | D | — | ★ 853 | 3 d ago | |
| 12 | B | Author procedural planetary bodies in Three.js. Use for spherical terrain, continents, ridges, craters, biome masks, coastlines, material variation, analytic normals, altitude LOD, and bodies that mus | 100 | 84 | C | — | ★ 853 | 3 d ago | |
| 13 | B | threejs-visual-validationAnalyzerData and analyticsscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Validate advanced Three.js graphics as authored systems rather than subjective screenshots. Use for fixed-view visual contracts, field and pass diagnostics, no-post baselines, seed sweeps, camera-scal | 100 | 84 | C | — | ★ 853 | 3 d ago | |
| 14 | B | threejs-camera-directionProcedureWriting and documentsscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Direct advanced Three.js camera systems. Use for scale-aware chase rigs, thrust lag, side/orbit cameras, body-relative up vectors, quaternion handoffs, authored cinematic framing, floating origins, po | 100 | 84 | C | — | ★ 853 | 3 d ago | |
| 15 | B | threejs-spectral-oceanGeneratorSoftware developmentscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Build large procedural oceans and coast transitions in Three.js. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, coastal breakers, finite-volume shallow-water beach waves, signed-distan | 100 | 84 | C | — | ★ 853 | 3 d ago | |
| 16 | B | threejs-water-opticsGeneratorData and analyticsscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Build production analytic and bounded water in Three.js. Use for shared multi-wave displacement and normals, bounded RGBA heightfield pool simulation, local drops, object-driven ripples, differential- | 100 | 84 | C | — | ★ 853 | 3 d ago | |
| 17 | B | Implement production bloom in advanced Three.js scenes. Use for HDR signal ordering, bloom-node controls, dual selective bloom with guaranteed material restoration, scene-relative emissive hierarchy, | 100 | 84 | D | — | ★ 853 | 3 d ago | |
| 18 | B | threejs-skill-routerReferenceInfrastructureSoftware developmentscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Route ambitious Three.js graphics work to the smallest expert skill set. Use for new visual experiences, graphics rewrites, reference matching, or requests spanning geometry, materials, atmosphere, sh | 100 | 80 | C | — | ★ 853 | 3 d ago | |
| 19 | B | threejs-atmosphere-aerial-perspectiveProcedurescottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space transitions, Rayleigh/Mie scattering, precomputed LUTs, depth-based transm | 95 | 84 | C | — | ★ 853 | 3 d ago | |
| 20 | B | threejs-procedural-fieldsGeneratorSoftware developmentscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, a | 100 | 82 | F will not run | — | ★ 853 | 3 d ago | |
| 21 | B | threejs-procedural-geometryGeneratorSoftware developmentscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Build well-crafted production procedural meshes in Three.js. Use for complete hard-surface assemblies and humanoid robots, profile extrusion, parameter-curve and spine lofts, pillow panels, exact poly | 100 | 78 | F will not run | — | ★ 853 | 3 d ago | |
| 22 | B | Implement stable, scalable directional-shadow systems for Three.js. Use for large procedural worlds, city scenes, terrain, moving cameras, WebGPU/TSL shadow nodes, cascades, cached clipmaps, texel sta | 100 | 78 | F will not run | — | ★ 853 | 3 d ago | |
| 23 | B | threejs-procedural-materialsProcedureSoftware developmentscottstts/Threejs-Awesome-Graphics-Agent-SkillsAgent Skills Author production procedural materials in Three.js. Use for hybrid texture-backed PBR soil and moss with procedural displacement and masks, upward-facing model moss accumulation, atlas filtering, spec | 100 | 76 | F will not run | — | ★ 853 | 3 d ago | |
| 24 | C | Implement volumetric cloud systems in Three.js. Use for weather-driven density, bounded raymarching, shape/detail erosion, vertical profiles, lighting cones, silver lining, temporal reconstruction, cl | 96 | 74 | F will not run | — | ★ 853 | 3 d ago |