Point Cloud Assembly Scene

Use when building a WebGL/Three.js scene where forms are made entirely of points sampled from parametric math (no imported geometry, no scans) that drift as loose dust and assemble into shape on scroll or interaction, then exhale back apart. Covers parametric point sampling (lathe/revolve profiles, swept UV surfaces, boolean plane-cut fractures, proportion over raw point count), a single shared `BufferGeometry` with per-point `home`/`dust`/`seed` custom attributes driven by one assembly uniform so N forms cost one draw call instead of N, cheap fake curl-noise turbulence for the dust field, cursor-reactive swirl, the `frustumCulled = false` requirement when real positions live in the vertex shader, and a documented sentinel-vector bug class where an animation target silently breaks in headless/no-pointer environments. Triggers on "point cloud effect", "particles assemble into shape", "procedural point cloud Three.js", "dust reveal animation", "GPU point cloud morph", "parametric geometry no assets", or buildin

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catesandrew/skills/tree/main/skills/point-cloud-assembly-scene commit 9ea9ca4a6b

Frequently asked questions

npx skillmds@latest add catesandrew/point-cloud-assembly-scene