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threejs-materials

Choosing and configuring three.js materials - unlit, diffuse, specular, PBR, toon, point and line materials - shared properties like blending and stencil, environment response, and the WebGPU node-material and TSL equivalents. Use when styling meshes or tuning material behavior.

Quality

84%

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SKILL.md
Quality
Evals
Security

Quality

Content

78%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 dense, high-quality reference: fully executable code, version-current guidance (r186, HDRLoader rename, Timer deprecation), and an unusually valuable wrong-to-right Common Mistakes section. The main structural weakness is the lack of progressive disclosure - everything lives in one monolithic file with no reference bundle to split the load.

Suggestions

Move the WebGPU/TSL sections and the Common Mistakes entries into one-level-deep reference files (e.g. references/webgpu-tsl.md, references/common-mistakes.md) with clearly signaled links from SKILL.md, keeping only the overview table and core material sections inline.

Trim the Quick Start boilerplate (renderer, camera, animation-loop setup) to just the material-relevant lines, since Claude already knows standard three.js scaffolding.

Add a short diagnostic note for the most common visual failure modes (black render = missing lights, washed-out colors = missing sRGB colorSpace) near the top so verification is faster than scanning Common Mistakes.

DimensionReasoningScore

Conciseness

The body is dense and terse - every section delivers version-specific facts, gotchas, and parameter semantics rather than concepts Claude already knows, and version-sensitive details are handled in the old-pattern/new-pattern 'Common Mistakes' format. The Quick Start includes standard renderer/camera boilerplate Claude already knows, which is trimmable, matching anchor 4 rather than the uniformly lean anchor 5.

4 / 5

Actionability

Every example is complete, executable JavaScript (Quick Start, ORM-packed PBR, toon gradient map, stencil masking, node materials) with comments that explain each parameter's range and meaning. Common cases are covered copy-paste ready, matching anchor 5.

5 / 5

Workflow Clarity

As a reference skill it has an unambiguous decision path: the Material Types Overview table with use-case and lighting columns routes to per-material sections, followed by shared properties, an impact-ordered performance list, and a wrong-to-right 'Common Mistakes' section that functions as error recovery. There are no explicit verification checkpoints (e.g. how to diagnose a washed-out or black render beyond the mistakes list), so it fits anchor 4; no risky batch operations exist that would cap it at 3.

4 / 5

Progressive Disclosure

Sections are clearly headed and the 'See Also' links to sibling skills, but there are no bundle files at all: the full ~500-line reference (all material APIs, the WebGPU/TSL guide, and 19 Common Mistakes entries) is inlined in SKILL.md. Content that could live in one-level-deep reference files is inline and references are absent rather than clearly signaled, matching anchor 3.

3 / 5

Total

16

/

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, concrete, and comprehensive in scope, with a genuine 'Use when' trigger clause. The main weakness is a slightly narrow trigger list that omits natural synonyms users might say (glass, transparency, shininess, metal look).

Suggestions

Broaden the 'Use when' clause with a couple of scenario-based triggers users naturally say, e.g. 'Use when styling meshes, making glass or metal looks, or tuning material behavior'.

Add one or two common synonyms such as 'cel shading' or 'transparency' to the keyword set to improve trigger recall.

DimensionReasoningScore

Specificity

Concrete actions ('Choosing and configuring') combined with comprehensive enumeration of every material family ('unlit, diffuse, specular, PBR, toon, point and line materials'), shared properties ('blending and stencil'), 'environment response', and 'the WebGPU node-material and TSL equivalents'. Coverage of the domain is comprehensive with no notable gaps, matching the anchor 5 example rather than anchor 4's 'minor gaps in coverage'.

5 / 5

Completeness

Both 'what' (choosing and configuring material types and shared properties) and an explicit 'when' ('Use when styling meshes or tuning material behavior') are present in third person. The 'when' clause is narrower than anchor 5's concrete multi-phrase triggers - it could name more specific scenarios (glass, fabric, brushed metal, cel shading) - fitting anchor 4.

4 / 5

Trigger Term Quality

Good natural keyword coverage: 'three.js materials', 'PBR', 'toon', 'blending', 'stencil', 'WebGPU', 'TSL', 'styling meshes', 'tuning material behavior'. A few natural terms users would say are missing (e.g. 'glass', 'transparent', 'shiny', 'metallic', 'cel shading'), so it matches anchor 4 rather than the comprehensive synonym coverage of anchor 5.

4 / 5

Distinctiveness Conflict Risk

'three.js materials' names a clear niche with distinct triggers; the enumerated scope (material types, shared properties, WebGPU/TSL equivalents) is unmistakably this skill's territory with minimal overlap risk, matching anchor 5. Adjacent topics (textures, lighting) are excluded from the description.

5 / 5

Total

18

/

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 (501 lines); consider splitting into references/ and linking

Warning

Total

15

/

16

Passed

Repository

CloudAI-X/threejs-skills

Path

skills/threejs-materials/SKILL.md

Reviewed

Table of Contents

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