Skills for Real Engineers. Straight from my .agents directory.
3d-wood-material
Agent skill fromMengTo/Skills
Build convincing timber for Three.js as one procedural MeshPhysicalMaterial with growth rings, cathedral figure, pores, medullary rays, checks, tool marks, end grain, and oil, wax, or lacquer finishes, so the grain follows the form and survives macro close-ups without image textures. Use for wood boards, benches, carved panels, tool handles, joinery, floors, and any request to make 3D wood look real, detailed, or less like a tiled photo or plastic.
How to install 3d-wood-material
npx skills add MengTo/Skills# or add only this skill to Claude Code: copy the folder
agent-skills/3d/3d-wood-material/
# into
~/.claude/skills/3d-wood-material/ (all projects)
.claude/skills/3d-wood-material/ (one project)
1# 3D Wood Material23**Mechanism:** one small periodic noise field, mip-filtered, is read at several different stretches and scales inside the fragment shader, so ring position, latewood, pores, fibres, rays and tool marks all come from the same wandering grain and feed colour, roughness and relief together, each fading out by its own screen footprint.45Boundary. This skill is the wood surface itself. For whole-scene light, rays and scoring wood renders, use `3d-wood-lighting-scorecard`. For image-based PBR sets (downloaded maps, texel budgets, KTX2 delivery) use `3d-high-resolution-textures`; reach for it when you need a photographed or scanned species. For silhouette, bevel and LOD geometry use `3d-high-poly-models`; this skill only needs a rounded arris (below). Cloth, metal and paper have their own siblings.67Run `demo.html` first (Kibori bench, four species, four finishes, macro views, and a switch that swaps in the failure). `PROMPT.md` recreates it.89## Recipe10…
Excerpt shown under the repository's MIT license.
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