3d Cloth Material
Meng ToCommunityCreated by Meng To
- Skill
- Guidelines
- Software development
- MIT
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AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
This skill provides a technical framework for creating realistic woven fabric materials within Three.js. It focuses on achieving visual fidelity for various textiles like linen, silk, and wool by addressing weave interlacement, fold geometry, sheen, and light transmission. The approach uses custom shader logic via MeshPhysicalMaterial and onBeforeCompile to simulate thread-level details, hem thickness, and wear patterns without relying on full cloth simulation.
What it does
- Implements thread-level weave normal maps and interlacement patterns.
- Calculates fold geometry based on tangent angles to prevent texture stretching.
- Adds physical fabric features like hem thickness, stitches, seams, and frayed edges.
- Configures sheen, anisotropy, and light transmission for specific fabric types.
- Applies wear and dye variation to avoid uniform, artificial appearances.
- Provides constants for material properties across linen, silk, and wool.
When to use it
- When you need to render convincing curtains, banners, or draped fabric in a Three.js scene.
- When existing textures look like flat planes or stretched plastic sheets.
- When you require specific fabric behaviors like backlit transmission or anisotropic highlights.
- When you have pre-simulated or static cloth geometry that needs a high-fidelity material shader.
Advantages
- Avoids texture swimming and stretching by using material-space coordinates.
- Provides a structured approach to rendering complex fabric details like stitches and hems.
- Includes specific configurations for different fabric types to ensure visual accuracy.
- Uses shader-based techniques to handle fold occlusion and light interaction.
Usage examples
- “How do I set up a linen material in Three.js using the cloth material rules?”
- The agent provides the specific weave, pitch, roughness, and sheen constants for linen, along with the shader implementation steps for the fold and normal map logic.
- “My cloth texture looks like it is stretching when it folds. How do I fix this?”
- The agent explains the fold-from-angle technique, advising to use the tangent angle for fold signals rather than height fields to maintain consistent arc length.
Install
Download the skill as a ZIP:
https://mp-staging.autogineer.com/agent-skills/mengto/3d-cloth-material/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip 3d-cloth-material.zip -d .agents/skills
Documentation by Meng To
3D Cloth Material
Mechanism: hang the cloth as rows whose tangent angle is the fold signal, so arc length equals the rest coordinate s and the weave never stretches. Then let a thread-level weave, sheen, hem thickness and light through the gaps do the reading of "fabric".
Nearest neighbours: 3d-high-resolution-textures chooses texel density, mipmaps and delivery for any material; use it for the budget and stay here for what makes cloth different (weave interlacement, folds, sheen, hems). 3d-wood-material, 3d-paper-material and 3d-metal-material cover their own surfaces; this skill owns woven and sewn fabric only. It is not a cloth simulation: for a character's flowing cape or a flag that collides, simulate (Verlet or Blender cloth) and bake, then keep the material rules below.
Extracted from KIBORI 木彫, a dark WebGL workshop where a roll of indigo canvas (the dōgu-maki) lies under a warm key light and had to survive a macro close-up. Ported from there: the weave bake, the stitch shader, half-circle hem turn-under, wear on thread tops, the sheen constants. Newly built for this skill (Kibori has one indigo canvas, not three fabrics): the tangent-angle fold curve, satin and twill interlacements, silk/wool/linen tables, tabs on the rod, raw-edge fray, fold AO, backlit transmission, wind. demo.html is the reference.
Demo: Three.js r169 · WebGL · GLSL (MeshPhysicalMaterial + onBeforeCompile), vanilla JavaScript, no post chain.
The rules, each with the failure it prevents
Integrate folds from an angle, not a height.
α(s) = a·(sinθ + 0.16 sin(2θ+0.8)) + …, thenx += ds·cos α,z += ds·sin α. Failure: a height fieldz = A·sin(kx)gives arc length 1 + slope², so the weave swims and stretches 30–80% on every fold. With the angle formuv = (s, v)in metres is exact. Keep|α| < 1.45rad; past that it clamps into flat plateaus and folds become tubes with black seams.Uv is material metres, never re-fitted per frame. Do not recompute uv from the moving surface. Failure: weave shimmers and crawls in wind. Set
texture.repeat = 1/(threads × pitch)so one texel tile isNTthreads; linen 1.6 mm, silk 0.7 mm, wool 2.6 mm pitch.Bake interlacement, not noise. Each thread has its own width (0.80–0.97), tone and a slub (Gaussian thickening up to 0.34). Warp height blends over/under across cell borders by
0.5·smoothstep(0.05, 0.5, |t|). Plain =(A+B)&1, twill 2/1 =(A+B)%3 < 2, 5-harness satin =(2A+B)%5 != 0warp-over.NTmust be a multiple of the repeat (32, 24, 40) or the tile shows a seam. Failure: a tiled noise normal map reads as stucco or leather.Spun yarn gets a twist. Add
0.22·twist·sin(2π(5·along + 1.3·across))to each thread height (twist 0.10–0.14 for linen and wool, 0 for silk). Failure: linen looks like wire mesh.Two dyes, per-thread tone. Colour
mix(warpDye, weftDye, weftOnTop·shot); silk uses shot 1.0 (madder red warp, gold weft), the rest 0. Tonemix(0.86, 1.14, threadTone), cavitymix(0.5, 1, smoothstep(0.05, 0.85, height)), blotch + warp-direction streaks1 + var·((blot−0.5)·0.62 + (streak−0.5)·0.22). Failure: one flat albedo on a woven map looks printed.Sheen is the fabric, and it must be small.
sheen 0.5–1.0,sheenRoughness 0.28 (silk) – 0.82 (wool), andsheenColor = dye lightened × 0.62. Failure: near-whitesheenColorblows out to a milky rim under a warm key. Never setsheento exactly 0 at runtime (0.0001); crossing zero recompiles the program and hitches 200+ ms.Silk gets anisotropy, wool gets fuzz. Silk
anisotropy 0.85, roughness 0.36; linen0.90rough with sheen 0.55; wool0.96rough with sheen 1.0. Keepanisotropyabove 0 at creation (0.0001) so the define never flips.Fold occlusion is not optional. Cast and receive the key's shadow map (
normalBias 0.012,bias −0.0004,DoubleSideshadows) and add a vertex AO from the fold depth0.62 + 0.38·smoothstep(−0.075, 0.035, zFold)on indirect light. Failure: without both, valleys light up like the crests and the folds look painted.Edges have thickness. Turn every free edge under on a half circle,
P = edge + out·r·sinφ − N·r(1−cosφ),φ ∈ [0, 0.94π],r= 1.1 mm silk, 2.2 mm linen, 4.6 mm wool. Return the bottom hem up the back at2r + 0.2 mmwith flipped normals. Failure: a zero-thickness cut edge is the loudest tell for CG cloth in a close-up.Stitch in the shader, in cloth metres. Thread arches between holes (
4·x(1−x)over 74% of the pitch), the needle groove and pucker feed the normal by finite difference, faded byfwidth. Hem 3 cm up, sides 2.2 cm in, seam±7 mmwith a proud ridge that puckers every 4 pitches. Failure: geometry stitches z-fight and alias; texture-painted ones do not follow the folds.Raw edge: draw out the weft. Beyond the cut, discard fragments except the warp threads (
|fract(u/pitch)−0.5| < 0.36), each with a random lengthF·(0.3+0.7·hash). Failure: an alpha fringe texture has no thread structure.Thin cloth passes light.
emissive += trans · lightColour · dye·(1.7,1.2,0.85) · pow(max(0, −N·L), 1.15) · gap · thinwithgap = mix(1, 0.42, height)so threads block and gaps pass. Silk 1.05, linen 0.6, wool 0.06. Failure: without it a lit window behind a curtain does nothing.Wear where cloth is touched.
wear = clamp(aWear·(0.25+height) + (fbm−0.5)·0.3, 0, 1)→ mix dye toward a pale colour bywear·threadTop. Hems +0.4, crests +0.3. Failure: uniform dye reads brand new.
Constants
| linen | silk | wool | |
|---|---|---|---|
| weave / NT / pitch | plain / 32 / 1.6 mm | 5-harness satin / 40 / 0.7 mm | twill / 24 / 2.6 mm |
| normal strength S · normalScale | 2.6 · 1.15 | 1.5 · 0.6 | 2.9 · 1.45 |
| roughness · sheen · sheenR | 0.90 · 0.55 · 0.55 | 0.36 · 0.5 · 0.28 | 0.96 · 1.0 · 0.82 |
| fold λ · amax · wind gain | 0.34 m · 0.98 · 1.0 | 0.40 · 1.02 · 1.9 | 0.32 · 0.86 · 0.55 |
| edge | raw fray 3 cm | hem 3.5 cm | hem 5 cm |
Cloth 2.0 × 1.95 m, grid 160 × 120 (≈ 21k verts, 45k tris). Key SpotLight 0xffd0a0 × 3.0, angle 0.44, decay 0; cool fill 1.0; window back light 0.2–1.8; environment intensity 0.42; ACES, exposure 1.0.
Gotchas, symptom first
Weave crawls or shimmers when it moves → uv was rebuilt from arc length or scrolled; keep it as the rest metres.
Horizontal moire stripes at wide view → bump/crease term uses
dFdxof a high-frequency noise; keep crease octaves below 17 cycles/m and scale by 0.016. Mipmaps + 16× anisotropy handle the weave itself.Folds are flat panels with black slits →
|α|clamped. Loweramaxsoa·env·1.28 < 1.45, do not add more darkness.Everything glows orange when backlit → transmission colour multiplied by a warm light and a warm dye. Tint by
(1.7,1.2,0.85), not(2.1,1.35,0.72).envMapIntensity does nothing → in r163+ it only applies with
material.envMap; withscene.environmentusescene.environmentIntensity.onBeforeCompileshader is shared between two meshes with different uniforms → setcustomProgramCacheKey, and put uniforms on the material, not the mesh.Winding wrong on a hem strip (lit inside-out) → pick each strip's index order from the sign of its first triangle normal against the attribute normal, once, after the first update.
Turn-under leaves a dark gap → the return strip must sit at
2r + 0.2 mm, notr.Shadow acne on a double-sided sheet →
normalBias, not a biggerbias; a large bias detaches the fold shadows.
Lifecycle
prefers-reduced-motion: render one designed still at t = 7.3 (gust mid-swell), stop the loop, keep every control live and re-render on change. Pause on document.hidden; reset last on resume. Clamp dt to 1/30 s, cap DPR at 2 and step it down by 0.25 when a 60-frame average exceeds 26 ms. Size from a ResizeObserver. Expose no per-frame allocation in the cloth loop: reuse typed arrays and update position/normal only.
Cost (measured, headless Chrome for Testing, Apple GPU, 1440×900 at DPR 2)
Cloth CPU (folds + normals + hems + tabs + fringe): 3.7–4.9 ms at 160×120. Halving the row count (190 → 120) bought −40%, and no fold was lost, because folds vary slowly down the drop.
Whole frame: 10–11 ms wide, 15 ms macro. The macro's extra 4 ms is the fragment shader (weave + stitch + fbm) over the whole screen, not geometry.
Boot: 0.8 s to first frame including three 512² weave bakes. Fabric switch 25 ms. Layer toggles 14 ms.
Not the bottleneck: triangle count, the 2048 shadow map, tabs, fringe (520 strands).
Score against the rubric (0 = flat coloured plane, 5 = convincing at arm's length, 10 = photographic macro)
Weave structure 7 · Sheen and dye 6.5 · Fold shape and drape 6 (a hanging curtain, not free cloth with self-contact) · Edges, stitches, seams 7.5 · Light transmission 6 · Wear 5.5 · Motion 5.5 (wind is analytic, no collision) · Performance 8. Overall 6.5. What would lift it: real self-collision folds (simulate and bake), fibre halo geometry on wool, a second normal scale for creases.
Files
- ATTRIBUTION.mdAdded by AutoGineer848 B
- LICENSELicence file added by AutoGineer1.0 KiB
- PROMPT.md4.3 KiB
- SKILL.md9.6 KiB
- agents/openai.yaml303 B
- demo.html50.0 KiB
- preview.jpg206.2 KiB
ATTRIBUTION.md
Attribution
This folder is an unmodified copy of the Agent Skill "3d-cloth-material", distributed by AutoGineer (https://autogineer.com/agent-skills).
Commit: 5ea1661a0e05d82b054553daaa6baf6d0233c33c
Created by: Meng To (https://github.com/MengTo)
Publisher: Meng To (https://github.com/MengTo)
Licence: MIT License (https://github.com/MengTo/Skills/blob/5ea1661a0e05d82b054553daaa6baf6d0233c33c/LICENSE)
Licence evidence: repository licence LICENSE
Retrieved: 2026-11-07
The skill's own files are unmodified copies. AutoGineer is not affiliated with or endorsed by the author or the publisher.
Files added by AutoGineer
ATTRIBUTION.md: this file, written by AutoGineer
LICENSE: copied from LICENSE
Requirements and compatibility
Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta
“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.
Security
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Attribution and licence
- Created by
- Meng To
- Publisher
- Meng To (Community)
- Source
- MengTo/Skills · agent-skills/3d/3d-cloth-material · commit 5ea1661
- Licence
- MIT License (redistribution allowed)
- LICENSE (added by AutoGineer from LICENSE)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
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