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threejs-materials

Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance.

65

Quality

80%

Does it follow best practices?

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SecuritybySnyk

Passed

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The canonical home for this skill is threejs-materials in administrakt0r/AI-Agents-Safe-Coding-Skills

SKILL.md
Quality
Evals
Security

Quality

Content

77%Scale 1-5

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

This is a comprehensive Three.js materials reference with excellent actionability — every material type has executable, well-commented code examples including practical recipes like glass and car paint. However, the skill suffers from being overly long for a single SKILL.md file; the exhaustive property listings for each material type read more like API documentation that should be in separate reference files. The content organization within the file is logical (overview table → individual materials → common properties → tips), but the volume undermines token efficiency.

Suggestions

Move detailed property listings for advanced materials (MeshPhysicalMaterial sub-features, common material properties) into a separate REFERENCE.md file, keeping only the most common properties and practical examples in SKILL.md

Trim sections for materials Claude likely knows well (MeshNormalMaterial, MeshDepthMaterial, LineBasicMaterial) to one-liners with a reference link rather than full code blocks

Consider removing the built-in uniforms GLSL reference block — this is standard Three.js/GLSL knowledge that adds ~15 lines without unique value

DimensionReasoningScore

Conciseness

The skill is largely a reference document with inline comments serving as documentation. While the code examples are useful, the sheer volume (~400+ lines) covering every material type with full property listings is extensive. Some sections like MeshNormalMaterial and MeshDepthMaterial add little value Claude wouldn't already know, and the comprehensive property listings for MeshPhysicalMaterial border on API documentation that could be in a separate reference file.

3 / 5

Actionability

Every material type has concrete, executable code examples with real property values and inline comments explaining key parameters. Practical examples like glass material and car paint are copy-paste ready, and the ShaderMaterial section includes complete vertex and fragment shaders. The performance tips section includes an actionable material pooling pattern.

5 / 5

Workflow Clarity

This is a reference/catalog skill rather than a multi-step workflow skill. For its purpose (material selection and configuration), the content is clearly organized by material type with a comparison table for selection. The single-task nature (choosing and configuring a material) is unambiguous, and the performance tips provide clear ordering guidance.

5 / 5

Progressive Disclosure

The skill references related skills at the bottom (threejs-textures, threejs-shaders, threejs-lighting) which is good, but the body itself is a monolithic ~400-line document. The MeshPhysicalMaterial section alone with all its sub-features (clearcoat, transmission, sheen, iridescence, anisotropy, specular) and the comprehensive common properties section could be split into separate reference files. The material types table provides a good overview, but the detailed API-style property listings bloat the main file.

3 / 5

Total

16

/

20

Passed

Description

83%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.

This is a well-structured skill description that clearly identifies its domain (Three.js materials), lists specific material types, and includes an explicit 'Use when' clause with multiple trigger scenarios. Its main weakness is that it could include more natural user terms and synonyms (e.g., 'normal maps', 'transparency', 'MeshStandardMaterial') and could enumerate more concrete actions beyond just listing material types.

DimensionReasoningScore

Specificity

Lists several specific material types (PBR, basic, phong, shader materials) and mentions material properties. It covers multiple concrete concepts but doesn't enumerate specific actions like 'create', 'configure', or 'debug' materials in detail.

4 / 5

Completeness

Clearly answers both 'what' (Three.js materials - PBR, basic, phong, shader materials, material properties) and 'when' with an explicit 'Use when' clause listing four concrete trigger scenarios: styling meshes, working with textures, creating custom shaders, and optimizing material performance.

5 / 5

Trigger Term Quality

Includes good natural keywords like 'textures', 'custom shaders', 'meshes', 'material performance', and specific material type names (PBR, phong). Missing some natural terms users might say like 'lighting', 'transparency', 'opacity', 'normal maps', 'UV mapping', or 'MeshStandardMaterial'.

4 / 5

Distinctiveness Conflict Risk

Clearly scoped to Three.js materials specifically, which distinguishes it from general 3D or general shader skills. Minor overlap risk with a potential Three.js geometry skill or a general WebGL/shader skill, but the material-specific focus and named material types reduce conflict.

4 / 5

Total

17

/

20

Passed

Validation

81%

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

Validation9 / 11 Passed

Validation for skill structure

CriteriaDescriptionResult

skill_md_line_count

SKILL.md is long (549 lines); consider splitting into references/ and linking

Warning

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

9

/

11

Passed

Repository
administrakt0r/AI-Agents-Safe-Coding-Skills
Reviewed

Table of Contents

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