lumoslab-innovation/3d-lab-skills/threejs-water-optics
Claude Code and agent skill by lumoslab-innovation/3d-lab-skills
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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.
Install
npx vskill@latest install lumoslab-innovation/3d-lab-skills/threejs-water-opticsSKILL.md
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 shadered 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, and persistent ocean foam. 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.
Source: Scott Sun, MIT. Adapted by LumosLab: example assets remain linked to pinned upstream source; skill instructions and references are bundled. See LICENSE.
Security
- Security scanPassed, 90 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
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Source
- SKILL.md in the repositoryCheckingplugins/threejs-lab/skills/threejs-water-optics/SKILL.md
Popularity
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