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wolffewolffe/three.js-skills/skills/materials/material-composition/SKILL.md

material-composition

Skill4 starsChanged 15 days agoMITView on GitHub

Combine realistic TSL materials into coherent multi-material objects in Three.js WebGPU scenes. Use when an object (vehicle, building, machine) is made of several physically distinct surfaces.

The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    If two parts have different physical construction, give them separate material treatment where useful.

    line 36
  2. Distinctive:

    Do not create dozens of materials for negligible differences.

    line 38
  3. Distinctive:

    Prefer reusable material constructors and parameter sets.

    line 42

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

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Files
SKILL.md

Material Composition

Target: Three.js 0.187.0, three/webgpu and TSL node materials from three/tsl; WebGPU only, no WebGL fallback, no GLSL strings.

Complex objects should be composed from physically distinct surfaces rather than forced into one universal shader.

Typical object composition

A train might contain:

  • painted aluminium/steel body
  • glass windows
  • rubber seals
  • polished or brushed metal components
  • dark underbody metal
  • plastic interior components
  • lights/emissive elements

A building might contain:

  • concrete
  • painted steel
  • aluminium
  • glass
  • rubber seals
  • weathered surfaces
  • interior materials

Separation rule

If two parts have different physical construction, give them separate material treatment where useful.

Do not create dozens of materials for negligible differences.

Shared material vocabulary

Prefer reusable material constructors and parameter sets.

For example:

createPaintMaterial({ color, roughness, wear }) createGlassMaterial({ tint, roughness, thickness }) createMetalMaterial({ type, roughness, wear }) createRustMaterial({ severity, moisture })

Consistency

Materials should agree with the geometry. A recessed panel should have believable roughness and dirt behaviour; a rubber seal should not behave like painted metal; glass should not be treated as opaque plastic.

Performance

Reuse material graphs and textures where possible. Use the expensive effects on hero objects and simplified variants for distant repeated assets.

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