Individual skill
threejs-procedural-vegetation
Generate authored procedural trees, grass, ivy, flowers, and vegetation in Three.js or raw WebGPU. Use for surface-following vines, painted ivy paths, stylized or GPU grass, GPU-culled virtual flower fields, trunks, recursive branches, roots, canopies, leaf cards, species presets, deterministic growth, distance-tiered plant geometry, and rooted blade, stem, or petiole-hinge wind.
skills/threejs-procedural-vegetation/SKILL.md
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SKILL.mdcore · 5,141 bytesagents/openai.yamlasset · 344 bytesassets/gpu-culled-flower-field/THIRD_PARTY_LICENSES.mddoc · 380 bytesassets/gpu-culled-flower-field/flower-petal-variants.pngasset · 2,506,949 bytesassets/gpu-culled-flower-field/painted-grass-atlas.pngasset · 2,478,427 bytesassets/structured-ash-growth/THIRD_PARTY_LICENSES.mddoc · 1,359 bytesassets/structured-ash-growth/ash.pngasset · 181,423 bytesassets/structured-ash-growth/bark-color.jpgasset · 831,490 bytesassets/structured-ash-growth/bark-normal.jpgasset · 1,270,807 bytesassets/structured-ash-growth/bark-roughness.jpgasset · 397,062 bytesassets/stylized-meadow-grass/grass-blades-up.glbasset · 4,524 bytesassets/stylized-meadow-grass/path.webpasset · 13,374 bytesassets/stylized-meadow-grass/perlin.webpasset · 22,162 bytesexamples/gpu-computed-grass/example-render.jpegasset · 538,430 bytesexamples/gpu-computed-grass/gpu-grass-system.jsruns · 36,774 bytesexamples/gpu-culled-flower-field/example-render.jpegasset · 270,248 bytesexamples/gpu-culled-flower-field/gpu-culled-flower-field.jsruns · 157 bytesexamples/gpu-culled-flower-field/source/gpu-culled-flower-field.tsruns · 75,625 bytesexamples/procedural-surface-ivy/example-render.jpegasset · 67,444 bytesexamples/procedural-surface-ivy/ivy-effect.jsruns · 186 bytesexamples/procedural-surface-ivy/source/bvh.tsruns · 1,504 bytesexamples/procedural-surface-ivy/source/flowers.tsruns · 6,277 bytesexamples/procedural-surface-ivy/source/ivy.tsruns · 27,934 bytesexamples/procedural-surface-ivy/source/leafTexture.tsruns · 5,605 bytesexamples/procedural-surface-ivy/source/wind.tsruns · 1,161 bytesexamples/structured-ash-growth/ash-preset.jsruns · 663 bytesexamples/structured-ash-growth/example-render.jpegasset · 445,444 bytesexamples/structured-ash-growth/tree-system.jsruns · 13,824 bytesexamples/stylized-meadow-grass/example-render.jpegasset · 205,057 bytesexamples/stylized-meadow-grass/grass-system.jsruns · 15,108 bytesreferences/gpu-culled-flower-field.mddoc · 7,134 bytesreferences/structured-ash-growth-system.mddoc · 9,166 bytes
Read excerpt
# Procedural Vegetation
Represent a plant as a growth hierarchy plus rendering adaptations. Do not model it as randomly scattered cylinders.
This skill contains exemplary examples and assets beyond descriptive guidance,
they're worth studying, referencing, or even copying. Use them sufficiently
when relevant and do NOT blindly skip them.
## Build sequence
1. Define a per-level species table: length, radius, taper, child count, emergence range, angle, twist, gnarliness, sections, radial segments.
2. Grow branches iteratively from a queue so recursion depth and budgets remain inspectable.
3. Emit each branch as oriented rings with an intentional UV seam.
4. Update section orientation from: