Individual skill

threejs-landscape

Build a live Three.js landscape that stays quiet behind a subject — a noise heightfield on a polar grid so resolution follows the lens, ground coloured by slope and moisture rather than by texture, instanced GPU grass whose wind costs nothing on the CPU, scattered stones, a gradient sky dome, a star field you can actually see, and a time-of-day system that cross-fades instead of cutting. Use for hero backdrops, product stages, scroll worlds, or any scene where a building, object, or figure has to sit in a place rather than float on a gradient.

agent-skills/web-design/threejs-landscape/SKILL.md

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# Three.js Landscape

A backdrop has one job: make the subject look like it is somewhere. Everything here is chosen so the landscape reads at a glance and then gets out of the way.

Reach for `threejs-weather` to put rain, storm or snow on top of it, and `threejs-towers` when the subject standing in it is architecture.

## Ring the camera with a polar grid

Do not build a square heightfield. A long lens sees a narrow wedge, so a square grid spends most of its triangles behind the camera and still runs out of resolution at the horizon.

Sample on a polar grid centred under the camera, with radial rings that get further apart as they recede:

```js
const AN = 900, RN = 52, R0 = 2.0, R1 = 700;   // angular, radial, near, far
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