lumoslab-innovation/3d-lab-skills/threejs-raymarched-space-effects
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Build raymarched space phenomena in Three.js. Use for black-hole lensing, accretion disks, wormholes, curved-ray integration, procedural star fields, relativistic-looking distortion, bounded volumetric structures, and GPU effects that need controlled numerical integration.
Install
npx vskill@latest install lumoslab-innovation/3d-lab-skills/threejs-raymarched-space-effectsSKILL.md
Raymarched Space Effects
Treat these effects as numerical renderers with explicit integration state. The visual character depends on coordinate choice, step policy, and how rays interact with emissive structures.
Workflow
- Define the effect-space transform and camera ray.
- Choose a physical, physically inspired, or purely artistic bending model.
- Bound the integration domain.
- Track ray position, direction, throughput, and accumulated radiance.
- Detect crossings with disks, shells, throats, or event boundaries.
- Sample the background only after integration terminates.
- Add diagnostics for trajectory, step count, and termination reason.
Read references/curved-ray-integrators.md for the RK4 wormhole, artistic curved-ray accretion integrator, disk composition, and implementation defects.
Read the curved-ray accretion volume for the inverse-square steering loop, thin disk density, front-to-back accumulation, deterministic star environment, and integrator diagnostics.
Read the Schwarzschild geodesic black-hole effect for RK2 null-geodesic integration, interpolated equatorial disk crossings, Doppler/redshift disk emission, lensed procedural deep field, and HDR bloom composition.
Constraints
- Do not call a UV swirl “gravitational lensing.”
- Cap iterations and provide early termination.
- Use continuous crossing tests for thin structures.
- Keep numerical stability independent from frame rate.
- Separate the integrator from shading of the accretion disk or wormhole interior.
- Provide a cheaper approximation for non-hero views.
Routing boundary
Use $threejs-procedural-vfx for ordinary particles, trails, plasma, and event effects. This skill is for per-pixel numerical ray integration through curved or bounded space-effect domains.
Source: Scott Sun, MIT. Adapted by LumosLab: example assets remain linked to pinned upstream source; skill instructions and references are bundled. See LICENSE.
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Source
- SKILL.md in the repositoryCheckingplugins/threejs-lab/skills/threejs-raymarched-space-effects/SKILL.md
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