threejs-postprocessing · calesthio — Claude Code skill
This skill helps an agent add Three.js post-processing such as glow, blur, depth of field, and screen effects. Use it when building a scene’s visual pipeline.
npx skills add calesthio/OpenMontage --skill threejs-postprocessing -a claude-codeWhat threejs-postprocessing does
The skill explains how to set up EffectComposer with a RenderPass and extra passes for a Three.js scene. It covers bloom with UnrealBloomPass, FXAA or SMAA, SSAO, depth of field with BokehPass, film grain, vignette, color and gamma correction, pixelation, and glitch effects.
It also shows selective bloom with layers, temporary material replacement, and resize handling. The examples use modules from three/addons/postprocessing and three/addons/shaders. The animation loop must call composer.render() instead of renderer.render(), or the post-processing chain will be bypassed.
This is an instruction skill with code examples, not a ready-made visual preset. Pass settings still need to match the scene, camera, and intended effect.
What it helps with
- add glow to selected scene objects
- build a pass chain with
EffectComposer - set up depth-of-field blur
- connect FXAA or SMAA anti-aliasing
- adjust the final frame’s color output
Example prompts for the agent
- “Add `EffectComposer` with `RenderPass` and `UnrealBloomPass` to this Three.js scene, then replace the loop’s render call with `composer.render()`.”
- “Set up selective bloom for objects on `BLOOM_LAYER` and restore their materials after the bloom pass.”
- “Add `BokehPass` for depth of field and update `focus` from the distance to the target.”
How to install threejs-postprocessing
1Skills CLI (Vercel)
npx skills add calesthio/OpenMontage --skill threejs-postprocessing -a claude-code2Manually: put the files in place
~/.claude/skills/threejs-postprocessing/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/threejs-postprocessing/
1Skills CLI (Vercel)
npx skills add calesthio/OpenMontage --skill threejs-postprocessing -a codex2Manually: put the files in place
.agents/skills/threejs-postprocessing/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add calesthio/OpenMontage --skill threejs-postprocessing -a cursor2Manually: put the files in place
.cursor/skills/threejs-postprocessing/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install calesthio/OpenMontage threejs-postprocessing2Manually: put the files in place
.github/skills/threejs-postprocessing/SKILL.md1Skills CLI (Vercel)
npx skills add calesthio/OpenMontage --skill threejs-postprocessing -a gemini-cli2Platform CLI
gemini skills install https://github.com/calesthio/OpenMontage --path .claude/skills/threejs-postprocessingManually: put the files in place
.devin/skills/threejs-postprocessing/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add calesthio/OpenMontage --skill threejs-postprocessing -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set28
The whole set →Other versions of threejs-postprocessing
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Questions about threejs-postprocessing
How do I install threejs-postprocessing in Claude Code?
Run npx skills add calesthio/OpenMontage --skill threejs-postprocessing -a claude-code, then run npx skills add calesthio/OpenMontage --skill threejs-postprocessing -a claude-code again. The skill file is at ~/.claude/skills/threejs-postprocessing/SKILL.md.
What does threejs-postprocessing do?
It guides the agent through adding EffectComposer and Three.js passes for bloom, DOF, SSAO, anti-aliasing, color correction, and other screen effects.
What must change in a Three.js render loop?
Once the composer is connected, the animation loop should call composer.render() instead of renderer.render(). Resize handling also updates the camera, renderer, composer, and anti-aliasing settings.