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Threejs Water Optics Agent Skill

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-area caustics, ray-traced pool/water/sphere volume optics, derivative-filtered normal bands, analytic sky reflection, side-aware Fresnel, heuristic screen refraction, Beer-Lambert absorption, and crest foam.

69k tokens
context cost
the whole folder, loaded on every use
11
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
527
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-water-optics

The instruction itself

4 sections, as written by the author

Water Optics

Treat water as geometry motion, surface orientation, and a participating optical layer. A blue transparent material is not a water system.

For large stochastic seas driven by directional spectra and GPU FFTs, use

$threejs-spectral-ocean instead.

Analytic surface build order

  • Define wave bands and evaluate displacement.
  • Derive the normal analytically from the same waves.
  • Choose displaced geometry or explicitly normal-only water.
  • Establish scene-color ownership for heuristic refraction.
  • Declare whether absorption uses true depth or a fallback path-length estimate.
  • Blend analytic reflection/refraction through side-aware Fresnel.
  • Derive foam and glints from the shared wave response.
  • Filter unresolved normal bands from derivatives.

Read references/water-surface-system.md

for the exact five-wave displaced ocean, six-band normal-only water, optical

hierarchy, and the limits that distinguish both from the spectral-ocean skill.

Read the

analytic wave optics implementation for

shared displacement/normals, derivative filtering, reflection, screen-space

refraction, absorption, Fresnel, and crest-linked foam diagnostics.

Read the

interactive pool volume implementation

for bounded RGBA height/velocity/normal simulation, local drops, moving-sphere

displacement suitable for draggable objects, differential-area caustics, and

in-shader pool/water/sphere ray tracing against the pool bounds and sphere.

Failure conditions

  • normal texture motion does not agree with displaced crests;
  • heuristic refraction can sample foreground objects but the limitation is undisclosed;
  • fallback path length is presented as reconstructed scene thickness;
  • bounded pool caustics are a decorative projection detached from simulated

height normals;

  • micro-waves alias into sparkling noise;
  • foam is a scrolling texture unrelated to the shared crest metric;
  • Fresnel is replaced by constant opacity;
  • reflection, refraction, and transparency are all added without energy control.

Routing boundary

Use $threejs-spectral-ocean for stochastic directional spectra, FFT

cascades, Jacobian breaking, persistent ocean foam, and any interface the camera

crosses — this skill's heuristic screen-refraction offset assumes a bounded

volume seen from air, and an open interface needs that skill's forward

projection instead. Use

$threejs-precipitation-surfaces for rain-driven puddle wetness, ripple masks,

and weather-coupled splashes on ground surfaces. This skill owns authored

analytic waves, bounded heightfield simulation, ray-traced pool-volume optics,

and bounded-water optics.

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How to use it

Copy the folder

Take scottstts/threejs-water-optics from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.