lumoslab-innovation/3d-lab-skills/threejs-procedural-vegetation
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Generate authored procedural trees, grass, and vegetation in Three.js. Use for stylized meadow grass, realistic GPU-computed grass, trunks, recursive branches, roots, canopies, leaf cards, species presets, growth forces, trellises, deterministic variation, rooted blade/leaf wind, and wind deformation.
Install
npx vskill@latest install lumoslab-innovation/3d-lab-skills/threejs-procedural-vegetationSKILL.md
Procedural Vegetation
Represent a plant as a growth hierarchy plus rendering adaptations. Do not model it as randomly scattered cylinders.
Build sequence
- Define a per-level species table: length, radius, taper, child count, emergence range, angle, twist, gnarliness, sections, radial segments.
- Grow branches iteratively from a queue so recursion depth and budgets remain inspectable.
- Emit each branch as oriented rings with an intentional UV seam.
- Update section orientation from:
- inherited direction;
- stochastic curvature;
- tropism or external force;
- optional attraction constraints.
- Spawn children with stratified longitudinal slots and independently permuted angular slots.
- Generate leaves only after branch topology is stable.
- Build foliage normals from both card orientation and local crown volume.
- Choose wind scope explicitly. Leaf-root deformation, branch hierarchy deformation, and whole-tree sway are separate systems.
Read references/structured-ash-growth-system.md and preserve its preset, continuation, child-placement, leaf, material, wind, and composition contracts before tuning.
Read the Ash Growth System implementation with its authored preset for a contract-accurate implementation and its diagnostic attributes.
Read the stylized meadow grass implementation for authored blade-cluster geometry with a procedural fallback, image-driven path masking, per-instance origin/facing attributes, circular-arc rooted wind, gust fronts, tip flutter, color clumps, macro variation, translucency, and rim diagnostics.
Read the GPU-computed grass implementation for MRT blade-parameter generation, deterministic terrain-conforming placement, Voronoi clumps, Bezier blade folding, wind-facing yaw, distance LOD/culling, normal/color fading, translucency, and field diagnostics.
Visual failure conditions
- branches form visible helices;
- dense grass ignores terrain height or clump-level variation;
- every child emerges at the same relative height;
- bark texture scale changes with branch radius;
- leaves reveal flat card normals under rotation;
- leaf wind moves card roots instead of remaining anchored;
- branch wind is claimed to match a reference whose branches are static;
- different seeds change species identity rather than controlled variation;
- geometry cost grows without a per-level budget.
Routing boundary
Use $threejs-procedural-geometry for generic branch-ring emission without a growth model. This skill owns species tables, topology, child placement, foliage, grass fields, roots, and hierarchical/rooted wind.
Source: Scott Sun, MIT. Adapted by LumosLab: example assets remain linked to pinned upstream source; skill instructions and references are bundled. See LICENSE.
Security
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Source
- SKILL.md in the repositoryCheckingplugins/threejs-lab/skills/threejs-procedural-vegetation/SKILL.md
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