threejs-scenes
Sets up the world container, fog, and background for your three.js 3D scene.
Installation
Paste this into Claude Code, Cursor, or any agent that can run commands.
What this skill does
What it does:
- Creates the main container that holds all your 3D objects and lights
- Adds fog effects that make distant objects fade away
- Sets the background color or image for your 3D world
- Organizes all the objects, lights, and cameras in one place
When to use it:
- You want to create a new 3D world or environment
- You want to add fog to make your scene look more realistic or hide the far distance
- You want to set a background color or sky image
- You need to organize and manage all the objects in your 3D space
SKILL.mdShow the author's original SKILL.md (not in English)
--- name: threejs-scenes description: >- three.js Scene graph root object, linear Fog and exponential FogExp2, Scene.background for solid colors or textures, and high-level environment background concepts that tie to PMREM and loaders in other skills. Use when configuring world container, atmospheric fog, or background; for HDR env map file loading use threejs-loaders; for GPU texture settings after load use threejs-textures; for tone mapping use threejs-renderers. --- ## When to use this skill **ALWAYS use this skill when the user mentions:** - `Scene` as root, `scene.background`, environment or skyball setup at scene level - `Fog` or `FogExp2` parameters (`near`, `far`, `color`, density) and interaction with camera far plane - Organizing render lists conceptually (children of scene) **IMPORTANT: scenes vs textures vs loaders** | Concern | Skill | |---------|--------| | Scene + fog API | **threejs-scenes** | | Texture sampling, PMREM generator usage | **threejs-textures** | | Fetching HDR/glTF | **threejs-loaders** | **Trigger phrases include:** - "Scene", "Fog", "FogExp2", "background", "雾" - "场景根节点", "线性雾", "指数雾" ## How to use this skill 1. Instantiate `Scene` and add lights/meshes/cameras as children per graph rules (**threejs-objects**). 2. Choose fog: linear `Fog` vs exponential `FogExp2` for outdoor/horizon feel. 3. Tune fog `near`/`far` alongside camera `far` to avoid clipping artifacts. 4. Set `scene.background` to `Color`, `Texture`, or cube map per docs; env lighting still needs matching renderer/material settings. 5. When user wants IBL from HDR file, point to loaders → textures → materials pipeline explicitly. 6. Document that fog does not replace frustum culling for performance. See [examples/workflow-fog-background.md](examples/workflow-fog-background.md). ## Doc map (official) | Docs section | Representative links | |--------------|----------------------| | Scenes | https://threejs.org/docs/#Scenes | | Scenes | https://threejs.org/docs/Scene.html | | Fog | https://threejs.org/docs/Fog.html | | FogExp2 | https://threejs.org/docs/FogExp2.html | ## Scope - **In scope:** `Scene`, fog types, background field semantics at API level. - **Out of scope:** HDR / glTF file fetch (**threejs-loaders**); PMREM and texture sampling (**threejs-textures**); tone mapping / output color space defaults (**threejs-renderers**); full-screen fog-only post stack (**threejs-postprocessing**) unless tying to scene `Fog`; custom atmospheric scattering shaders beyond core fog API. ## Common pitfalls and best practices - Fog color should harmonize with background to hide the horizon seam. - Very large `far` on camera with fog still needs scene scale consistency. - `background` rotation/intensity features depend on renderer version—cite current docs. ## Documentation and version `Scene`, `Fog`, and background fields are documented under [Scenes](https://threejs.org/docs/#Scenes) in [three.js docs](https://threejs.org/docs/). Environment-related visuals often combine this skill with **threejs-textures** (PMREM) and **threejs-loaders** (HDR files)—link those pages when the user moves from “fog color” to “HDR sky”. ## Agent response checklist When answering under this skill, prefer responses that: 1. Link `Scene`, `Fog`, or `FogExp2` official pages. 2. Relate fog distances to **threejs-camera** `far` plane and world scale. 3. Defer PMREM/HDR file steps to **threejs-textures** / **threejs-loaders** with one sentence each. 4. Avoid duplicating full color-management tutorials—point to renderer + textures skills. ## References - https://threejs.org/docs/Scene.html - https://threejs.org/docs/Fog.html - https://threejs.org/docs/FogExp2.html ## Keywords **English:** scene, fog, fogexp2, background, environment, three.js **中文:** 场景、雾、Fog、背景、环境、three.js ## 能力边界 ### ✅ 适用场景 - 当你需要使用此技能对应的技术栈时 - 当项目需要遵循最佳实践时 - 当需要快速上手或深入理解核心概念时 ### ⚠️ 需要注意 - 复杂业务逻辑需要结合具体场景调整 - 性能优化需要根据实际数据量评估 ### ❌ 不适用场景 - 不相关的技术栈或框架 - 需要完全自定义的特殊场景 ## 常见陷阱 (Gotchas) 1. **版本兼容性**:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异 2. **配置文件格式**:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查 3. **环境变量**:确保所有必要的环境变量已正确设置,敏感信息不要硬编码 4. **依赖冲突**:多版本共存时注意依赖冲突,使用 lock 文件锁定版本 5. **性能陷阱**:大数据量场景下注意性能优化,避免 N+1 查询等常见问题 ## 使用流程 ### Step 1: 环境准备 确保开发环境已安装必要的依赖和工具。 ### Step 2: 配置初始化 根据项目需求进行基础配置。 ### Step 3: 核心功能使用 按照示例代码实现核心功能。 ### Step 4: 测试验证 运行测试确保功能正常。 ### Step 5: 部署上线 完成开发后进行部署和监控。
Ships with 1 supporting file:
- examples/workflow-fog-background.md
Mirrored from the author's public source. Install counts from the open skills registry.