--- name: threejs-world-generation description: Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs. Use for cinematic 3D terrain, semantic regions, procedural biomes, explicit landmarks, environmental scattering, camera fly-throughs, world diagnostics, or requests for a real 3D environment rather than generated 2D footage. Integrates OpenMontage's threejs_world tool with HyperFrames; do not use for a single isolated 3D object or a flat parallax scene. --- # Three.js World Generation For production meshes and Blender assembly, also read `3d-asset-generation`. Three.js remains the semantic interactive/blockout renderer; Blender is the production renderer when the brief calls for dense reference-grade scenery. The production handoff must include target dimensions for imported assets, semantic scatter exclusion zones, terrain-following water/path geometry, landmark visibility policy, camera clearance, and global/regional/walk review frames. These are world-spec contracts, not manual Blender cleanup notes. Create a persistent scene graph, not a sequence of unrelated 2D shots. Preserve the user's explicit constraints, infer missing construction details separately, establish the global terrain first, and refine selected regions without disturbing the world-wide spatial contract. ## Choose the fidelity tier explicitly - `blockout`: procedural primitives, vertex colors, semantic/layout validation, fast iteration. Never call this production-quality, reference-grade, or visually equivalent to WorldClaw. - `production`: licensed local GLTF/GLB catalogs, a minimum eight-model palette across four semantic categories, three PBR terrain layers, asset provenance, walk-level repetition review, and no primitive landmark fallback. For a hero video or any reference showing populated textured environments, use `production`. If its catalog/material/provider requirements cannot be met, stop at preflight or the asset gate. Do not render a blockout as the final deliverable. ## Read first - Read [references/worldclaw-principles.md](references/worldclaw-principles.md) when planning or explaining the coarse-to-fine method. - Read [references/world-spec.md](references/world-spec.md) before authoring a `world_spec` or calling `threejs_world`. - Read `hyperframes-core`, `hyperframes-animation`, and `hyperframes-animation/adapters/three.md` before editing the emitted workspace. - Read `threejs-loaders`, `threejs-materials`, `threejs-textures`, `threejs-lighting`, and `threejs-postprocessing` for production-tier work. ## Route the request - Use the `animation` pipeline for design-led, explanatory, abstract, or music-led world films. - Use the `cinematic` pipeline for trailer-like mood, dramatic reveals, or source-plus-world edits. - Choose HyperFrames when the deliverable is the code-native Three.js world. Choose Blender for reference-grade hero rendering and FFmpeg only to package Blender's numbered frames and approved audio. Record that choice at proposal; do not silently switch after approval. - Keep this as a capability inside existing pipelines. Do not create a new pipeline merely because a scene is 3D. ## Workflow ### 1. Separate intent from completion Record two lists before planning: - `explicit_constraints`: only facts the user supplied. - `inferred_details`: scale, region coverage, terrain operators, densities, palette refinements, and camera details added to make the world executable. Never smuggle an inferred landmark, biome, or story beat into the explicit list. ### 2. Plan globally Author one shared `world_spec` containing: - world scale, terrain resolution, elevation range, and seed; - semantic regions with normalized centers, radii, landform operators, palette, and scatter recipes; - atmosphere and lighting shared across all regions; - explicit landmarks with stable IDs and world-space placement; - a complete camera path with time, position, target, and field of view. Prefer 3-7 regions. Each region must contribute a distinct silhouette, surface read, or functional role. ### 3. Build the terrain foundation For production, first call `threejs_asset_catalog` to install rights-safe catalogs under `projects//assets/3d/catalogs//`. Record source, license, archive hash, model inventory, and every selected model in the asset manifest. Then call `threejs_world` with `quality_tier: "production"` and the installed catalog paths. ```python from tools.graphics.threejs_world import ThreeJSWorld result = ThreeJSWorld().execute({ "operation": "build", "world_spec": world_spec, "output_path": "projects//hyperframes", "duration_seconds": 60, "render_mode": "cinematic", "quality_tier": "production", "asset_catalog_paths": ["projects//assets/3d/catalogs/kenney-nature-kit"], }) ``` Treat `world.json`, `world-spec.js`, `world-runtime.js`, and `world-report.json` as editable assets. Do not flatten them into a video until the assets gate is approved. ### 4. Inspect regionally Build a second pass with `render_mode: "semantic"` or `"wireframe"` when spatial problems are hard to see in the cinematic material pass. Inspect snapshots from global, regional, and walk-level viewpoints. Maintain an issue queue with stable subjects: - terrain transition or silhouette; - landmark scale, pose, or contact; - scatter density, slope rejection, or repetition; - material contrast and atmosphere; - camera clearance, clipping, or weak framing. Fix only the affected region or object when possible. Preserve the seed, region IDs, camera times, and unrelated parameters. ### 5. Refine with bounded loops Run at most three render-guided refinement rounds: 1. build the workspace; 2. run the unified HyperFrames `check` gate and snapshot representative times; 3. inspect frames and update the issue queue; 4. change the narrowest relevant spec fields; 5. rebuild with the same seed and compare. Stop when no substantial issue remains or the iteration budget is reached. Report residual limitations rather than disguising them with overlays. ### 6. Compose without overwriting For browser-native delivery, set `render_runtime: "hyperframes"` and `composition_mode: "atelier"`; `video_compose` must preserve the authored workspace. For reference-grade video, render a Blender PNG sequence with `resume: true`, then set `render_runtime: "ffmpeg"` for packaging. Preserve the world spec and `.blend` as the editable source of truth. ## Quality gates - Terrain is continuous and region boundaries blend without obvious seams. - Every landmark touches its support surface and remains inside world bounds. - Scatter respects region affinity, slope limits, and deterministic seed behavior. - Global, regional, and walk-level frames all read as the same continuous world. - Camera paths remain above terrain, avoid clipping, and provide at least one scale-establishing reveal. - World source remains editable after render: regions, landmarks, camera keys, and palette have stable IDs or fields. - HyperFrames `check` and post-render review pass before delivery. Use the legacy `validate` or `inspect` operations only when supporting an older runtime. - Production beauty frames contain textured assets at foreground, midground, and background depths; no dominant object may read as an untextured box, cone, octahedron, or dodecahedron. - Production requires at least four semantic asset categories, eight distinct models, three PBR terrain layers, one regional composition review per camera-critical region, and explicit repetition/contact findings. ## Boundaries - The production catalog path materially improves geometry and surface richness, but it still does not reproduce WorldClaw's GPT-Image-2, SAM3, SAM3D, Hunyuan3D, BlenderMCP, or four-H20 implementation. - Do not claim articulated assets, game physics, navigation meshes, or interaction logic unless another tool explicitly adds them. - Do not use unseeded randomness, wall-clock animation, remote models, or render-time asset fetches. - Do not delete the lower-level `threejs-*` skills. They are the subsystem references used when extending this runtime.