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threejs-graphics

Guía experta y patrones de producción para Three.js r165 en entornos WebGL 2.0 y headless Playwright.

Skill by JarBees Graphic Studio

IndexedMIT
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About

Guía experta y patrones de producción para Three.js r165 en entornos WebGL 2.0 y headless Playwright. Cubre materiales PBR (MeshStandard/Physical), iluminación cinematográfica de 3 puntos, mapas HDRI/IBL con PMREMGenerator, sombras suaves, niebla atmosférica y shaders GLSL personalizados.

Use cases: testing

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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  • ~/.claude/skills/threejs-graphics

What's inside

Skill name
threejs-graphics
Description
Guía experta y patrones de producción para Three.js r165 en entornos WebGL 2.0 y headless Playwright. Cubre materiales PBR (MeshStandard/Physical), iluminación cinematográfica de 3 puntos, mapas HDRI/IBL con PMREMGenerator, sombras suaves, niebla atmosférica y shaders GLSL personalizados.
License
MIT
Metadata
author: JarBees Graphic Studio · version: 1.0.0
Instructions
126 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Three.js High-Fidelity Graphics & PBR Guidelines (r165 Compatible)

Guía técnica especializada para construir escenas 3D de alta fidelidad, realismo procedural y materiales físicos en Three.js r165, optimizada para aceleración por GPU (NVIDIA RTX) en navegadores headless (Playwright / Chromium).

---

## 1. Reglas de Compatibilidad y Pipeline Base

### 1.1 WebGL 2.0 vs WebGPU / TSL
- **Regla Estricta:** Utilizar `THREE.WebGLRenderer` estándar. NO emplear nodos TSL (`three/tsl`) ni `WebGPURenderer` en entornos headless, ya que carecen de soporte maduro en Chromium sin banderas experimentales de flags de SO.
- **Tone Mapping Obligatorio:**
  ```javascript
  renderer.toneMapping = THREE.ACESFilmicToneMapping;
  renderer.toneMappingExposure = 1.15; // Calibrado para evitar quemado de altas luces
  renderer.outputColorSpace = THREE.SRGBColorSpace;
  ```
- **Sombras Suaves:**
  ```javascript
  renderer.shadowMap.enabled = true;
  renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  ```

---

## 2. Iluminación Basada en Imágenes (IBL) y HDRIs

El salto visual decisivo en Three.js proviene del **Image-Based Lighting**:

```javascript
import { RGBELoader } from 'three/examples/jsm/loaders/RGBELoader.js';

const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();

new RGBELoader().load('path/to/hdri.hdr', (texture) => {
  const envMap = pmremGenerator.fromEquirectangular(texture).texture;
  scene.environment = envMap; // Aporta iluminación difusa indirecta y reflejos PBR
  scene.background = envMap;  // Opcional, para usar como cielo
  texture.dispose();
  pmremGenerator.dispose();
});
```

---

## 3. Materiales PBR de Grado Producción

### 3.1 `MeshStandardMaterial` vs `MeshPhysicalMaterial`
- Usar `MeshStandardMaterial` para rocas, metales, plásticos comunes y suelo.
- Usar `MeshPhysicalMaterial` cuando se requiera:
  - **Piel / Cera:** `transmission`, `thickness` y tinte sub-superficial.
  - **Barniz / Lentes / Agua:** `clearcoat: 1.0`, `clearcoatRoughness: 0.1`, `ior: 1.333` a `1.5`.

### 3.2 Escala de Mapas de Normales y Rugosidad
```javascript
const material = new THREE.MeshStandardMaterial({
  map: diffuseTexture,           // sRGB
  normalMap: normalTexture,      // Linear
  normalScale: new THREE.Vector2(1.2, 1.2), // Fuerza del relieve micro-geométrico
  roughnessMap: roughnessTexture,
  roughness: 0.8,
  metalness: 0.1,
  envMapIntensity: 1.0,          // Escala del reflejo ambiental del HDRI
});
// Asegurar espacios de color correctos:
diffuseTexture.colorSpace = THREE.SRGBColorSpace;
normalTexture.colorSpace = THREE.NoColorSpace;
roughnessTexture.colorSpace = THREE.NoColorSpace;
```

---

## 4. Esquema de Iluminación Cinematográfica (3-Point Lighting)

1. **Key Light (Luz Principal con Sombra):**
   ```javascript
   const keyLight = new THREE.DirectionalLight(0xfff0dd, 2.5);
   keyLight.position.set(5, 8, 4);
   keyLight.castShadow = true;
   keyLight.shadow.mapSize.width = 2048;
   keyLight.shadow.mapSize.height = 2048;
   keyLight.shadow.bias = -0.0001; // Evita shadow acne
   keyLight.shadow.radius = 2.5;   // Suavizado PCF
   scene.add(keyLight);
   ```

2. **Fill Light (Luz de Relleno Opuesta Fría):**
   ```javascript
   const fillLight = new THREE.DirectionalLight(0x7090b8, 0.8);
   fillLight.position.set(-6, 3, -2);
   fillLight.castShadow = false;
   scene.add(fillLight);
   ```

3. **Rim Light (Contraluz Dramático de Silueta):**
   ```javascript
   const rimLight = new THREE.DirectionalLight(0x00e5ff, 2.2);
   rimLight.position.set(0, 4, -8);
   scene.add(rimLight);
   ```

---

## 5. Atmósfera y Composición

- **Niebla Exponencial de Profundidad:**
  ```javascript
  scene.fog = new THREE.FogExp2(0x0c1e34, 0.025);
  ```
- **Calibración de Cámara:**
  ```javascript
  const camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 1000);
  camera.position.set(0, 1.5, 4.5);
  camera.lookAt(0, 0.8, 0);
  ```

---

## 6. Checklist de QA Visual para Renders 3D

From ifernandez89/productos_crud_bkd, MIT.

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Last commit (this folder)
Oct 12, 2026 (16 days ago)

From GitHub (fetched Oct 24, 2026).

Details

Version
1.0.0
License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026
Cite this page

threejs-graphics skill. Agent Mart. https://agentmart.dev/skills/ifernandez89-threejs-graphics (last updated 2026-10-24)