Threejs Weather
Meng ToCommunityCreated by Meng To
- Skill
- Guidelines
- Software development
- MIT
- Low risk
- Has scripts
AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
This guide provides architectural patterns for creating dynamic weather effects in Three.js, focusing on performance and visual realism. It covers frustum-anchored particle systems, efficient buffer management, lightning light-flashing, snow accumulation, and seamless audio looping. By treating weather as a set of controlled variables rather than disparate systems, it enables smooth transitions between clear, rain, storm, and snow states.
What it does
- Anchors particle volumes to the camera frustum to optimize rendering.
- Uses draw ranges to manage particle density without reallocating buffers.
- Implements dynamic lightning with randomized strikes and distance-based audio delays.
- Simulates snow accumulation on surfaces using shader-based color mixing.
- Provides a method for seamless audio looping via cross-fading.
- Offers strategies for gating expensive scene relighting operations.
When to use it
- When building immersive 3D environments requiring dynamic atmospheric changes.
- When you need to transition between weather states like rain, storms, and snow without performance hitches.
- When optimizing particle systems to ensure they remain visible within the camera's view.
- When implementing environmental effects that interact with the ground, such as snow accumulation or wet surfaces.
Advantages
- Prevents frame drops by avoiding buffer reallocation during weather changes.
- Ensures visual consistency by using a unified system for different weather intensities.
- Increases realism through distance-based audio and varied lightning strike patterns.
- Reduces CPU overhead by gating expensive relighting calculations.
Usage examples
- “How do I optimize a rain system in Three.js so it doesn't lag when changing intensity?”
- The guide recommends allocating a maximum buffer size once and using setDrawRange to adjust the number of active particles, avoiding costly buffer reallocations.
- “How can I make lightning feel more realistic in my 3D scene?”
- It suggests using a dedicated light source for flashes, randomizing strike positions, and implementing a delay for thunder that correlates with the strike's distance.
Install
Download the skill as a ZIP:
https://mp-staging.autogineer.com/agent-skills/mengto/threejs-weather/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip threejs-weather.zip -d .agents/skills
Documentation by Meng To
Three.js Weather
Weather fails in two ways: the particles miss the camera entirely, or every state is a separate system that shares nothing. Both are avoidable.
Pairs with threejs-landscape for the ground it falls on, and threejs-towers for something to fall against.
Anchor the volume in the frustum
The first version of any rain system puts a world-sized box of particles around the origin and looks empty. With a long lens the camera sees a narrow cone, so almost every drop is off-camera.
Build a small volume and carry it in front of the camera, facing the way the camera faces:
const WX_W = 17, WX_D = 50, WX_TOP = 40; // narrow, deep, tall
function anchor(o) {
const fx = -Math.sin(camAz), fz = -Math.cos(camAz);
o.position.set(cam.position.x + fx * 46, 0, cam.position.z + fz * 46);
o.rotation.y = camAz;
}Set frustumCulled = false on it — you are moving it every frame and the bounding sphere will fight you.
Float32BufferAttribute copies your array
This one costs an afternoon. The attribute takes a copy of whatever you hand it, so the array you kept a reference to is not the one the GPU reads:
const attr = new THREE.Float32BufferAttribute(pos, 3);
attr.setUsage(THREE.DynamicDrawUsage);
geo.setAttribute('position', attr);
return { pts, pos: attr.array, n }; // keep the attribute's arraySymptom: everything is correct, nothing moves, no error anywhere.
Density is a draw range, not a new buffer
Allocate the worst case once — a full storm, a full blizzard — and thin it by drawing less:
RAIN.geo.setDrawRange(0, Math.round(RAIN.n * density));A storm then costs no more memory than drizzle; it just stops hiding most of the drops. Reallocating buffers when weather changes causes a hitch exactly when the viewer is watching.
A storm is the rain leaned on
Do not write a second particle system. Take the rain state and push every dial:
| rain | storm | |
|---|---|---|
| drops drawn | 60% of pool | 100% |
| fall speed | ×1.0 | ×1.42 |
| slant | 2.4 | scales with speed² |
| sun | 30% | 14% |
| fog far | ×0.52 | ×0.38 |
Slant should grow faster than speed — slant = base * v * v — because that is what sells wind rather than "rain, but quicker".
Lightning is its own light
Do not modify the time-of-day state to flash. Add a light nobody else touches, so a strike can flash over whatever the sky happens to be doing:
const bolt = new THREE.DirectionalLight(0xe8eeff, 0);One strike is several flashes — a leader and two or three return strokes — each an exponential decay:
function strike() {
const near = Math.random(); // 0 distant … 1 close
const s = 0.42 + near * 0.58;
pulses = [{ t: 0, a: s }];
let tt = 0;
for (let i = 0, n = 1 + (Math.random() * 2.6 | 0); i < n; i++) {
tt += 0.05 + Math.random() * 0.14;
pulses.push({ t: tt, a: s * (0.30 + Math.random() * 0.65) });
}
setTimeout(() => sfx(near > 0.5 ? 'thunder_near' : 'thunder_far',
{ gain: 0.30 + near * 0.60 }),
(0.32 + (1 - near) * 2.7) * 1000); // sound arrives late
}
function step(dt) {
let v = 0;
for (const p of pulses) if (age >= p.t) v += p.a * Math.exp(-(age - p.t) / 0.085);
bolt.intensity = v * 3.2;
skyMat.color.setScalar(1 + v * 0.80); // multiplies the sky map
flashEl.style.opacity = (v * 0.15).toFixed(3);
}Two details do most of the work. Thunder is delayed by distance and quieter the longer it takes — that single correlation is what makes a strike feel far away. And the DOM flash belongs under the type, not over it: a full-screen white overlay above your typography washes the page out, so put it directly above the canvas and keep it under about 0.18 opacity.
Reposition the light on every strike. A flash that always comes from the same side stops reading after the second one.
A blizzard is a slow envelope, not a state
Snow does not fall at one rate forever. Run a cycle — calm, build, blow, ease — and modulate the snow state with it:
const BLIZ = [12, 6, 15, 8]; // seconds
function blizzardAt(t) {
let u = t % TOTAL; if (u < 0) u += TOTAL;
if (u < BLIZ[0]) return 0;
... // smoothstep in, hold, out
}During the blow, open the flake pool, thicken the flakes, drive them sideways and pull the fog in. Reset the phase clock to zero when you leave the snow state, or arriving in snow drops you into the middle of a whiteout — a negative start offset wraps into the wrong phase and looks like a bug you cannot find.
Falling snow and settled snow are two variables
The one people forget. Track what has already landed on its own slow timer, rising while snow falls and melting back when the weather turns:
snowPack += (target - snowPack) * (target > snowPack ? dt / 24 : dt / 13);Then let it keep whitening the ground, the stones and the grass for as long as it falls. Arriving in snow and standing in it for a minute should not look the same.
If the surface colour is mixed inside a shader — instanced grass usually is — the material colour cannot reach it. Give that mix its own uniform, and let snow lie on the tips first and work down:
gBase = mix(gBase, vec3(0.60, 0.65, 0.72), uSnow * 0.86);
gTip = mix(gTip, vec3(0.90, 0.94, 1.00), uSnow);Re-light only when the slow values move
Relighting the scene is not free, and blizzard strength and snow depth drift continuously. Gate it:
const look = blizK + snowPack;
if (Math.abs(look - lastLook) > 0.006) { lastLook = look; refreshLook(); }That fires a few times a second instead of sixty, and nothing on screen can tell.
Wet ground
Three cheap things, in order of payoff: drop roughness and add a little metalness so the ground catches the sky; add flat translucent puddle decals in the hollows; then instance a splash ring sprite with a short life, spawned in proportion to rain intensity. The splashes are what make it read as falling rain rather than a rain texture.
Ambience that loops with no seam
Generated audio never loops cleanly. Fold the tail back over the head with an equal-power cross-fade and throw the overlap away — the clip then ends where it starts:
for i in range(f):
t = i / f
out[i] = a[i] * sin(t * pi / 2) + a[n - f + i] * cos(t * pi / 2)Fading the clip in and out instead means it dips to silence every lap, which everyone hears and nobody mentions.
Give weather its own gain bus, separate from music, and run the blizzard as a second layer swelling over the base bed rather than a cross-fade to a different clip — a hard swap in the middle of a storm is obvious.
What to check before you call it done
Watch a single drop from spawn to ground. If you cannot find one, your volume is outside the frustum.
Leave it in snow for two minutes. The ground should be visibly whiter at the end, and you should have seen at least one blizzard arrive and pass.
Enter snow from clear five times. It must start calm every time.
Stand in a storm for a minute. Strikes should come from different sides, and thunder should never land on the flash.
Profile with the storm running. Particles are cheap; the relight you forgot to gate is not.
Files
- ATTRIBUTION.mdAdded by AutoGineer852 B
- LICENSELicence file added by AutoGineer1.0 KiB
- SKILL.md7.8 KiB
- agents/openai.yaml255 B
- demo/PROMPT.md2.0 KiB
- demo/assets/three.min.jsScript593.8 KiB
- demo/index.html37.5 KiB
- demo/preview.jpg606.8 KiB
ATTRIBUTION.md
Attribution
This folder is an unmodified copy of the Agent Skill "threejs-weather", 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.
Needs: Needs Python, Needs Node.js
Security
What our scanner noticed· Low risk
- Scripts that your agent may run
This skill includes scripts that your agent may run. Read them before you use it.
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Attribution and licence
- Created by
- Meng To
- Publisher
- Meng To (Community)
- Source
- MengTo/Skills · agent-skills/web-design/threejs-weather · commit 5ea1661
- Licence
- MIT License (redistribution allowed)
- LICENSE (added by AutoGineer from LICENSE)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
AutoGineer is not affiliated with or endorsed by Meng To.
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download threejs-weather.zip