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wolffewolffe/three.js-skills/skills/materials/metal/SKILL.md

metal

Skill4 starsChanged 16 days agoMITView on GitHub

Create realistic procedural metal materials with Three.js TSL on WebGPU. Use for trains, rails, machinery, structures, vehicles, pipework and industrial infrastructure.

1 other project uses a version of this.

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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:

    Do not use one generic metallic material for everything.

    line 25
  2. Distinctive:

    Use subtle procedural variation for:

    line 43
  3. Distinctive:

    Do not apply uniform random noise.

    line 59

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Metal

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

Physical categories

Distinguish:

  • painted metal
  • bare aluminium
  • stainless steel
  • polished steel
  • cast iron
  • machined metal
  • brushed metal
  • galvanised metal
  • oxidised metal
  • weathered structural steel

Do not use one generic metallic material for everything.

Core response

Control:

  • metalness
  • roughness
  • specular response
  • base colour
  • normal variation
  • anisotropy where appropriate
  • clearcoat only when a coating physically exists

Brushed metal should have directional anisotropic response.

Surface variation

Use subtle procedural variation for:

  • machining marks
  • brushing
  • fine scratches
  • oxidation
  • dirt
  • fingerprints
  • edge wear

Variation should be correlated with physical causes.

Wear

Exposed edges can show more wear. Recesses can accumulate dirt. High-contact areas can become polished. Horizontal exposed surfaces can collect deposits.

Do not apply uniform random noise.

Scale

Large structural metal should have broad, restrained variation. Close-up machined components can have finer detail.

Train/rail guidance

Train exterior: usually coated/painted metal rather than bare metal.

Rails: steel with directional wear, polishing and environmental oxidation.

Underbody: darker, rougher, dirtier metal with higher variation.

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