lumoslab-innovation/3d-lab-skills/threejs-spectral-ocean
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Checking that the SKILL.md file is still in the repository.
Build large procedural oceans in Three.js from directional wave spectra. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, hybrid FFT plus Gerstner clear-water oceans, stylized above/below surface ocean optics, choppy displacement, spectral derivatives, Jacobian whitecaps, temporal foam, analytic sky reflection, underwater absorption, crest scatter, and GPU validation.
Install
npx vskill@latest install lumoslab-innovation/3d-lab-skills/threejs-spectral-oceanSKILL.md
Spectral Ocean
Treat an ocean as a sampled stochastic wave field with explicit frequency-space ownership. Do not approximate this target with a pile of Gerstner waves, scrolling normal maps, or unrelated foam noise.
Build order
- Define the sea-state spectrum and deterministic Gaussian seed.
- Partition wavelengths into disjoint cascades.
- Validate the inverse FFT independently with analytic inputs.
- Generate and conjugate-pack the initial spectrum.
- Evolve packed displacement and derivative fields in frequency space.
- Inverse-transform every packed field with explicit inter-step barriers.
- Assemble displacement, derivatives, and persistent Jacobian foam maps.
- Shade from summed cascade displacement and derivatives.
- Add sub-grid detail only below the resolved simulation bands.
- Expose spectrum, height, slopes, Jacobian, and foam-history diagnostics.
Read references/spectral-cascade-ocean-system.md before implementing or auditing a spectral ocean.
Read the spectral cascade ocean system and its adjacent spectrum, FFT, material, and detail modules for the cascade, FFT, derivative, Jacobian, foam-history, and shading contracts. Its WebGL2 fragment-FFT backend is an explicit compatibility tier; preserve the production WebGPU/TSL architecture described in the reference when the target supports it.
Read the hybrid clear-water ocean material when the target needs FFT displacement with authored long swell, clear shallow refraction, animated sand-bed caustics, Beer-Lambert color, shared sky reflection, side-aware above/below surface normals, GGX sun highlights, and foam diagnostics.
Read the stylized above/below ocean material when the target needs a stylized FFT ocean that can be inspected from both above and below the surface: height-gradient water color, sun-path glints, crest scatter, Jacobian foam, water-tinted seafloor caustics, and an underwater Beer-Lambert composite driven by scene depth.
Non-negotiable gates
- Require a power-of-two grid and a passing FFT impulse/frequency test.
- Keep cascade wavenumber intervals disjoint.
- Derive normals from transformed derivatives, not a detached normal texture.
- Detect breaking from the horizontal-displacement Jacobian.
- Persist foam in simulation state; do not infer all foam anew per frame.
- Submit FFT stages with the synchronization required by the active backend.
- Share sun and sky parameters between the visible sky and ocean reflection.
- Keep a deterministic seed and fixed-camera capture for comparisons.
Route elsewhere
- Use
$threejs-water-opticsfor bounded water, screen-space refraction, depth thickness, shoreline absorption, and analytic wave surfaces. - Add
$threejs-procedural-vfxonly when crest spray or interaction splashes are required. - Add
$threejs-visual-validationfor cross-seed, temporal, and GPU evidence.
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-spectral-ocean/SKILL.md
Popularity
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