When to use this skill
ALWAYS use this skill when the user mentions:
Scene as root, scene.background, environment or skyball setup at scene level
Fog or FogExp2 parameters (near, far, color, density) and interaction with camera far plane
- Organizing render lists conceptually (children of scene)
IMPORTANT: scenes vs textures vs loaders
| Concern |
Skill |
| Scene + fog API |
threejs-scenes |
| Texture sampling, PMREM generator usage |
threejs-textures |
| Fetching HDR/glTF |
threejs-loaders |
Trigger phrases include:
- "Scene", "Fog", "FogExp2", "background", "雾"
- "场景根节点", "线性雾", "指数雾"
How to use this skill
- Instantiate
Scene and add lights/meshes/cameras as children per graph rules (threejs-objects).
- Choose fog: linear
Fog vs exponential FogExp2 for outdoor/horizon feel.
- Tune fog
near/far alongside camera far to avoid clipping artifacts.
- Set
scene.background to Color, Texture, or cube map per docs; env lighting still needs matching renderer/material settings.
- When user wants IBL from HDR file, point to loaders → textures → materials pipeline explicitly.
- Document that fog does not replace frustum culling for performance.
See examples/workflow-fog-background.md.
Doc map (official)
Scope
- In scope:
Scene, fog types, background field semantics at API level.
- Out of scope: HDR / glTF file fetch (threejs-loaders); PMREM and texture sampling (threejs-textures); tone mapping / output color space defaults (threejs-renderers); full-screen fog-only post stack (threejs-postprocessing) unless tying to scene
Fog; custom atmospheric scattering shaders beyond core fog API.
Common pitfalls and best practices
- Fog color should harmonize with background to hide the horizon seam.
- Very large
far on camera with fog still needs scene scale consistency.
background rotation/intensity features depend on renderer version—cite current docs.
Documentation and version
Scene, Fog, and background fields are documented under Scenes in three.js docs. Environment-related visuals often combine this skill with threejs-textures (PMREM) and threejs-loaders (HDR files)—link those pages when the user moves from “fog color” to “HDR sky”.
Agent response checklist
When answering under this skill, prefer responses that:
- Link
Scene, Fog, or FogExp2 official pages.
- Relate fog distances to threejs-camera
far plane and world scale.
- Defer PMREM/HDR file steps to threejs-textures / threejs-loaders with one sentence each.
- Avoid duplicating full color-management tutorials—point to renderer + textures skills.
References
Keywords
English: scene, fog, fogexp2, background, environment, three.js
中文: 场景、雾、Fog、背景、环境、three.js
能力边界
✅ 适用场景
- 当你需要使用此技能对应的技术栈时
- 当项目需要遵循最佳实践时
- 当需要快速上手或深入理解核心概念时
⚠️ 需要注意
- 复杂业务逻辑需要结合具体场景调整
- 性能优化需要根据实际数据量评估
❌ 不适用场景
常见陷阱 (Gotchas)
- 版本兼容性:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异
- 配置文件格式:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查
- 环境变量:确保所有必要的环境变量已正确设置,敏感信息不要硬编码
- 依赖冲突:多版本共存时注意依赖冲突,使用 lock 文件锁定版本
- 性能陷阱:大数据量场景下注意性能优化,避免 N+1 查询等常见问题
使用流程
Step 1: 环境准备
确保开发环境已安装必要的依赖和工具。
Step 2: 配置初始化
根据项目需求进行基础配置。
Step 3: 核心功能使用
按照示例代码实现核心功能。
Step 4: 测试验证
运行测试确保功能正常。
Step 5: 部署上线
完成开发后进行部署和监控。
1---2name: threejs-scenes3description: three.js Scene graph root object, linear Fog and exponential FogExp2, Scene.background for solid colors or textures, and high-level environment background concepts that tie to PMREM and loaders in other skills. Use when configuring world container, atmospheric fog, or background; for HDR env map file loading use threejs-loaders; for GPU texture settings after load use threejs-textures; for tone mapping use threejs-renderers.4---56## When to use this skill78**ALWAYS use this skill when the user mentions:**910- `Scene` as root, `scene.background`, environment or skyball setup at scene level11- `Fog` or `FogExp2` parameters (`near`, `far`, `color`, density) and interaction with camera far plane12- Organizing render lists conceptually (children of scene)1314**IMPORTANT: scenes vs textures vs loaders**1516| Concern | Skill |17|---------|--------|18| Scene + fog API | **threejs-scenes** |19| Texture sampling, PMREM generator usage | **threejs-textures** |20| Fetching HDR/glTF | **threejs-loaders** |2122**Trigger phrases include:**2324- "Scene", "Fog", "FogExp2", "background", "雾"25- "场景根节点", "线性雾", "指数雾"2627## How to use this skill28291. Instantiate `Scene` and add lights/meshes/cameras as children per graph rules (**threejs-objects**).302. Choose fog: linear `Fog` vs exponential `FogExp2` for outdoor/horizon feel.313. Tune fog `near`/`far` alongside camera `far` to avoid clipping artifacts.324. Set `scene.background` to `Color`, `Texture`, or cube map per docs; env lighting still needs matching renderer/material settings.335. When user wants IBL from HDR file, point to loaders → textures → materials pipeline explicitly.346. Document that fog does not replace frustum culling for performance.3536See [examples/workflow-fog-background.md](examples/workflow-fog-background.md).3738## Doc map (official)3940| Docs section | Representative links |41|--------------|----------------------|42| Scenes | https://threejs.org/docs/#Scenes |43| Scenes | https://threejs.org/docs/Scene.html |44| Fog | https://threejs.org/docs/Fog.html |45| FogExp2 | https://threejs.org/docs/FogExp2.html |4647## Scope4849- **In scope:** `Scene`, fog types, background field semantics at API level.50- **Out of scope:** HDR / glTF file fetch (**threejs-loaders**); PMREM and texture sampling (**threejs-textures**); tone mapping / output color space defaults (**threejs-renderers**); full-screen fog-only post stack (**threejs-postprocessing**) unless tying to scene `Fog`; custom atmospheric scattering shaders beyond core fog API.5152## Common pitfalls and best practices5354- Fog color should harmonize with background to hide the horizon seam.55- Very large `far` on camera with fog still needs scene scale consistency.56- `background` rotation/intensity features depend on renderer version—cite current docs.5758## Documentation and version5960`Scene`, `Fog`, and background fields are documented under [Scenes](https://threejs.org/docs/#Scenes) in [three.js docs](https://threejs.org/docs/). Environment-related visuals often combine this skill with **threejs-textures** (PMREM) and **threejs-loaders** (HDR files)—link those pages when the user moves from “fog color” to “HDR sky”.6162## Agent response checklist6364When answering under this skill, prefer responses that:65661. Link `Scene`, `Fog`, or `FogExp2` official pages.672. Relate fog distances to **threejs-camera** `far` plane and world scale.683. Defer PMREM/HDR file steps to **threejs-textures** / **threejs-loaders** with one sentence each.694. Avoid duplicating full color-management tutorials—point to renderer + textures skills.7071## References7273- https://threejs.org/docs/Scene.html74- https://threejs.org/docs/Fog.html75- https://threejs.org/docs/FogExp2.html7677## Keywords7879**English:** scene, fog, fogexp2, background, environment, three.js8081**中文:** 场景、雾、Fog、背景、环境、three.js8283## 能力边界8485### ✅ 适用场景86- 当你需要使用此技能对应的技术栈时87- 当项目需要遵循最佳实践时88- 当需要快速上手或深入理解核心概念时8990### ⚠️ 需要注意91- 复杂业务逻辑需要结合具体场景调整92- 性能优化需要根据实际数据量评估9394### ❌ 不适用场景95- 不相关的技术栈或框架96- 需要完全自定义的特殊场景9798## 常见陷阱 (Gotchas)991001. **版本兼容性**:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异1012. **配置文件格式**:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查1023. **环境变量**:确保所有必要的环境变量已正确设置,敏感信息不要硬编码1034. **依赖冲突**:多版本共存时注意依赖冲突,使用 lock 文件锁定版本1045. **性能陷阱**:大数据量场景下注意性能优化,避免 N+1 查询等常见问题105106## 使用流程107108### Step 1: 环境准备109确保开发环境已安装必要的依赖和工具。110111### Step 2: 配置初始化112根据项目需求进行基础配置。113114### Step 3: 核心功能使用115按照示例代码实现核心功能。116117### Step 4: 测试验证118运行测试确保功能正常。119120### Step 5: 部署上线121完成开发后进行部署和监控。