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r3f-materials

React Three Fiber materials - PBR materials, Drei materials, shader materials, material properties. Use when styling meshes, creating custom materials, working with textures, or implementing visual effects.

64

Quality

80%

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tessl review fix ./.agents/skills/r3f-materials/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

70%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A well-organized, highly actionable single-file catalog of R3F materials with excellent code examples and a clear selection table, weakened mainly by its monolithic inline structure — a large fraction of the catalog (Drei materials, base three.js properties) should live in reference files, and a few snippets depend on undefined variables. Conciseness suffers from restating three.js fundamentals Claude already knows.

Suggestions

Split the Drei special materials, custom shader, and base/common properties sections into references/ files (e.g., references/drei-materials.md, references/common-properties.md), keeping SKILL.md as a selection guide with one-level-deep pointers.

Remove or drastically trim the 'Common Material Properties' section — visible/transparent/depthTest/blending are standard three.js knowledge Claude already has; keep only genuinely non-obvious notes like polygonOffset for z-fighting and toneMapped={false} for emissive bloom.

Fix the non-standalone snippets by defining or stubbing the undefined texture variables (colorTexture, envTexture, emissiveTexture, spriteTexture) and adding the missing imports to the Custom Shader section so every example is copy-paste executable.

DimensionReasoningScore

Conciseness

The document is reference-style and mostly code with terse, high-value comments (e.g., "roughness 0 = mirror, 1 = diffuse"), but ~600 lines inline sizable content Claude already knows — the "Common Material Properties" section restates base three.js Material properties (visible, transparent, depthTest, blending modes), and the Material Types table duplicates what each section repeats. Mostly efficient but includes unnecessary explanation that could be tightened, matching the level-3 anchor; it is not level 2's pervasive padding, nor level 4's merely minor trimmable instances.

3 / 5

Actionability

Nearly all guidance is copy-paste-ready TSX covering the common cases (PBR texture sets, glass, car paint, fabric, reflective floors, wobble/distort/transmission, discard, emissive bloom, env maps, dynamic updates, per-face materials), which approaches level 5. However, several snippets reference undefined variables (colorTexture, alphaTexture, envTexture, emissiveTexture, spriteTexture) and the Custom Shader section uses useRef/useFrame without imports, so the code is not fully standalone-executable — matching level 4's "concrete code with minor gaps".

4 / 5

Workflow Clarity

This is a single-purpose lookup/selection skill with no multi-step or risky process, so the simple-skill exception applies: the action (identify the need, pick a material via the Material Types overview table with its Use Case column, copy the matching example) is unambiguous, with performance guidance for tie-breaking. No validation checkpoints are needed since nothing destructive or batch-oriented is performed, so nothing caps this below the level-5 anchor.

5 / 5

Progressive Disclosure

No bundle files exist and the entire ~600-line catalog is inline in SKILL.md, with only cross-skill pointers ("See `r3f-shaders` for detailed shader material usage") to offload detail. Structure is decent (clear per-material sections), but content that clearly belongs in separate reference files — Drei special materials, custom shaders, the base-properties listing — is inlined, matching the level-3 anchor rather than level 4's "most content appropriately placed" split across files.

3 / 5

Total

15

/

20

Passed

Description

83%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A strong description: third-person, compact, with a concrete capability list and an explicit multi-trigger 'Use when' clause. Its only weaknesses are action-noun phrasing rather than verbs and trigger overlap with sibling R3F skills (textures, shaders) that share the trigger space.

DimensionReasoningScore

Specificity

The description enumerates several concrete capability areas — "PBR materials, Drei materials, shader materials, material properties" — which is close to the level-5 anchor's comprehensive listing, but the items are capability nouns rather than explicit actions (no "create/apply/configure" verbs), leaving minor gaps versus "Lists multiple specific concrete actions; comprehensive coverage". It is clearly above level 3, which expects only 1-2 concrete actions.

4 / 5

Completeness

Both parts are explicit: the what ("PBR materials, Drei materials, shader materials, material properties") and the when ("Use when styling meshes, creating custom materials, working with textures, or implementing visual effects") with concrete trigger phrases. This matches the level-5 anchor; level 4 would require the when to be less explicit, which is not the case here.

5 / 5

Trigger Term Quality

The when-clause supplies natural phrases users would say — "styling meshes", "creating custom materials", "working with textures", "implementing visual effects" — giving good keyword coverage, but common variations like glass/transparency, glow/bloom, or reflective surfaces are missing. Not level 5, which requires comprehensive synonym coverage, but clearly above level 3's partial keyword set.

4 / 5

Distinctiveness Conflict Risk

"React Three Fiber materials" carves a clear niche with distinct triggers, but the skill body reveals closely related sibling skills (r3f-textures, r3f-shaders, r3f-lighting), and the trigger "working with textures" overlaps directly with the r3f-textures skill and "shader materials" with r3f-shaders — minor overlap risk with closely related skills, matching the level-4 anchor rather than level 5's minimal conflict.

4 / 5

Total

17

/

20

Passed

Validation

93%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

skill_md_line_count

SKILL.md is long (607 lines); consider splitting into references/ and linking

Warning

Total

15

/

16

Passed

Repository

AzizBelhassan/timeverse

Path

.agents/skills/r3f-materials/SKILL.md

Reviewed

Table of Contents

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