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
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About
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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Files it touches
~/.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 3DFrom 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
- Source
- GitHubgithub-graphql
Cite this page
threejs-graphics skill. Agent Mart. https://agentmart.dev/skills/ifernandez89-threejs-graphics (last updated 2026-10-24)