Three.js Visual Systems
Create coherent, readable, performance-aware 3D presentation for general apps and games.
Read By Need
- Broad visual architecture:
references/implementation-blueprint.md. - Authored models, silhouettes, variants, props, or environment kits:
references/model-recipes.md. - Renderer, camera composition, lighting, shadows, fog, materials, or VFX:
references/render-recipes.md. - Custom shaders, material injection, skies, or post-processing:
references/shader-cookbook.md. - Imported assets, LOD/instancing, budgets, or mobile tradeoffs:
references/technical-art.md. - Any high-quality completion claim:
references/quality-gates.md. - Premium game claims only:
references/game-visual-scorecard.md. - Generated assets or derivatives:
../../references/mint-mcp-assets.md.
Workflow
- Capture active screenshots and identify the primary subject, supporting content, interaction affordances, and weakest visible surfaces.
- Define the shot: intended mood, subject scale, lens/FOV, screen occupancy, horizon, design viewing distance, motion, and render budget.
- Improve the image in order: framing and silhouette, scale and depth, material identity, lighting hierarchy, atmosphere, then post-processing and VFX. Do not use a later layer to repair an unreadable earlier layer.
- Plan Mint MCP outputs and procedural systems. Store ordinary artifacts at
stable project paths and record them in the project-root
mint-assets.jsonthrough../../references/asset-pipeline.md; record and stream world RAD manifests through../../references/mint-world-splats.md. - Build authored forms, reusable factories, shared materials, detail systems, and simple interaction or collision proxies.
- Add lighting, shadows, fog, post-processing, and VFX only after the forms and state changes read clearly.
- Inspect the scene with post disabled and expose useful effect, mask, or pass views while tuning complex systems.
- Measure the worst-case active state and verify desktop/mobile composition.
- Apply the general quality gate; games additionally use the game scorecard.
Rules
- Mint MCP is the only generated-asset pipeline.
- Primitives are valid construction tools, not a finished visual identity by default.
- Glow, fog, darkness, and bloom cannot substitute for form, composition, material craft, interaction clarity, or UI.
- When asked to make a scene beautiful, diagnose the first weak layer in the visual order instead of adding effects indiscriminately.
- Repeated geometry should share resources or use instancing where practical.
- Effects must preserve the primary subject and interaction affordances.
- Presentation transforms must not corrupt canonical imported asset transforms.
Final Response
Report visual changes, Mint links and integrated paths, screenshots, technical-art budget, renderer diagnostics, quality-gate result, interaction readability, and remaining blockers. Games also report the game scorecard.