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Get Started Free →Create a real 3D WebGL object with geometric mesh depth, physically based material, directional and ambient lighting, perspective camera, subtle rotation, and floating motion. Use when a page needs a faceted 3D hero object or product-like visual with real lighting instead of CSS transform tricks.
.claude/skills/mengto-webgl-3d-object/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-08 | ✗→✓ | ▲ Improved | 11% | 0% |
| case-02 | ✗→✓ | ▲ Improved | -9% | 0% |
| case-09 | ✗→✓ | ▲ Improved | 142% | 0% |
| case-10 | ✗→✓ | ▲ Improved | 57% | 0% |
| case-15 | ✗→✓ | ▲ Improved | 18% | 0% |
IcosahedronGeometry, DodecahedronGeometry, BoxGeometry, custom BufferGeometry, or a glTF mesh.MeshStandardMaterial or MeshPhysicalMaterial.metalness, roughness, and emissive to match the brand mood.html<div class="webgl-object-shell"> <canvas class="webgl-object-canvas" data-webgl-3d-object></canvas> </div>
css.webgl-object-shell { position: relative; width: min(100%, 720px); aspect-ratio: 1 / 1; } .webgl-object-canvas { position: absolute; inset: 0; width: 100%; height: 100%; display: block; }
jsimport * as THREE from "three"; function initWebGL3DObject(canvas, options = {}) { if (!canvas) return () => {}; const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true, }); renderer.setClearColor(0x000000, 0); renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, options.maxDpr || 1.75)); renderer.outputColorSpace = THREE.SRGBColorSpace; renderer.toneMapping = THREE.ACESFilmicToneMapping; renderer.toneMappingExposure = options.exposure || 1.05; renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(38, 1, 0.1, 100); camera.position.set(0, 0.15, 5.2); const geometry = new THREE.IcosahedronGeometry(options.radius || 1.35, options.detail || 1); const material = new THREE.MeshStandardMaterial({ color: options.color || 0x8aa4ff, metalness: options.metalness ?? 0.48, roughness: options.roughness ?? 0.34, emissive: options.emissive || 0x101833, emissiveIntensity: options.emissiveIntensity ?? 0.22, flatShading: true, }); const object = new THREE.Mesh(geometry, material); object.castShadow = true; object.receiveShadow = true; scene.add(object); const ambient = new THREE.AmbientLight(0xffffff, 0.38); scene.add(ambient); const key = new THREE.DirectionalLight(0xffffff, 2.15); key.position.set(3.4, 4.2, 4.8); key.castShadow = true; key.shadow.mapSize.set(1024, 1024); scene.add(key); const rim = new THREE.DirectionalLight(options.rimColor || 0x7dd3fc, 0.82); rim.position.set(-4.2, 1.2, -2.8); scene.add(rim); const shadowPlane = new THREE.Mesh( new THREE.PlaneGeometry(5.2, 5.2), new THREE.ShadowMaterial({ opacity: 0.18 }) ); shadowPlane.position.set(0, -1.65, 0); shadowPlane.rotation.x = -Math.PI / 2; shadowPlane.receiveShadow = true; scene.add(shadowPlane); const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches; let rafId = 0; function resize() { const width = Math.max(1, canvas.clientWidth); const height = Math.max(1, canvas.clientHeight); renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, options.maxDpr || 1.75)); renderer.setSize(width, height, false); camera.aspect = width / height; camera.updateProjectionMatrix(); } function render(time = 0) { const t = time * 0.001; object.rotation.x = -0.16 + Math.sin(t * 0.45) * 0.06; object.rotation.y = t * 0.28; object.rotation.z = Math.sin(t * 0.32) * 0.08; object.position.y = reduceMotion ? 0 : Math.sin(t * 0.8) * 0.08; renderer.render(scene, camera); if (!reduceMotion) rafId = requestAnimationFrame(render); } function handleResize() { cancelAnimationFrame(rafId); resize(); render(); } resize(); render(); window.addEventListener("resize", handleResize); return () => { cancelAnimationFrame(rafId); window.removeEventListener("resize", handleResize); geometry.dispose(); material.dispose(); shadowPlane.geometry.dispose(); shadowPlane.material.dispose(); renderer.dispose(); }; } const cleanupObject = initWebGL3DObject( document.querySelector("[data-webgl-3d-object]"), { color: 0x8aa4ff, rimColor: 0x7dd3fc, metalness: 0.48, roughness: 0.34, emissive: 0x101833, } );
metalness: 0.45-0.7, roughness: 0.25-0.45.metalness: 0.0-0.15, roughness: 0.38-0.62.emissive with emissiveIntensity: 0.12-0.35.flatShading: true; smooth product object: set it to false.0.04 to 0.12 units on Y.metalness, roughness, and optional emissive.| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-08 | fail→pass | 22,481 | 14,834 | -34% | 1 | 1 | 0% | 4,813 | 5,352 | +11% | 0 | 0 | — |
case-01 | fail→fail | 25,932 | 11,625 | -55% | 1 | 1 | 0% | 6,216 | 4,913 | -21% | 0 | 0 | — |
case-02 | fail→pass | 23,229 | 12,556 | -46% | 1 | 1 | 0% | 5,573 | 5,066 | -9% | 0 | 0 | — |
case-03 | fail→fail | 23,052 | 25,087 | +9% | 1 | 1 | 0% | 5,394 | 7,930 | +47% | 0 | 0 | — |
case-04 | pass→pass | 14,834 | 18,088 | +22% | 1 | 1 | 0% | 3,641 | 6,369 | +75% | 0 | 0 | — |
case-05 | pass→pass | 17,386 | 20,465 | +18% | 1 | 1 | 0% | 3,818 | 6,952 | +82% | 0 | 0 | — |
case-06 | pass→fail | 26,482 | 25,100 | -5% | 1 | 1 | 0% | 6,196 | 8,217 | +33% | 0 | 0 | — |
case-07 | fail→fail | 23,648 | 25,136 | +6% | 1 | 1 | 0% | 5,424 | 7,991 | +47% | 0 | 0 | — |
case-09 | fail→pass | 15,283 | 26,034 | +70% | 1 | 1 | 0% | 3,395 | 8,200 | +142% | 0 | 0 | — |
case-10 | fail→pass | 11,482 | 7,793 | -32% | 1 | 1 | 0% | 2,214 | 3,470 | +57% | 0 | 0 | — |
case-11 | pass→pass | 17,731 | 10,846 | -39% | 1 | 1 | 0% | 3,295 | 4,362 | +32% | 0 | 0 | — |
case-12 | pass→pass | 7,519 | 6,715 | -11% | 1 | 1 | 0% | 1,567 | 3,346 | +114% | 0 | 0 | — |
case-13 | pass→pass | 13,975 | 11,656 | -17% | 1 | 1 | 0% | 2,565 | 4,359 | +70% | 0 | 0 | — |
case-14 | pass→pass | 14,359 | 10,496 | -27% | 1 | 1 | 0% | 3,143 | 4,103 | +31% | 0 | 0 | — |
case-15 | fail→pass | 12,119 | 4,569 | -62% | 1 | 1 | 0% | 2,570 | 3,028 | +18% | 0 | 0 | — |
case-16 | pass→pass | 12,216 | 6,949 | -43% | 1 | 1 | 0% | 2,277 | 3,363 | +48% | 0 | 0 | — |
case-17 | pass→pass | 10,235 | 10,072 | -2% | 1 | 1 | 0% | 2,075 | 3,986 | +92% | 0 | 0 | — |
case-18 | fail→pass | 12,151 | 9,303 | -23% | 1 | 1 | 0% | 2,432 | 3,703 | +52% | 0 | 0 | — |
case-19 | fail→fail | 12,155 | 13,362 | +10% | 1 | 1 | 0% | 2,315 | 4,749 | +105% | 0 | 0 | — |
case-20 | pass→pass | 12,158 | 13,941 | +15% | 1 | 1 | 0% | 2,085 | 4,481 | +115% | 0 | 0 | — |
case-21 | pass→pass | 6,191 | 4,393 | -29% | 1 | 1 | 0% | 1,181 | 2,804 | +137% | 0 | 0 | — |
case-22 | pass→pass | 11,637 | 12,412 | +7% | 1 | 1 | 0% | 2,591 | 4,834 | +87% | 0 | 0 | — |
case-23 | fail→pass | 15,262 | 15,798 | +4% | 1 | 1 | 0% | 3,312 | 5,425 | +64% | 0 | 0 | — |
case-24 | fail→pass | 14,711 | 8,584 | -42% | 1 | 1 | 0% | 2,906 | 3,656 | +26% | 0 | 0 | — |
case-25 | fail→pass | 10,712 | 4,143 | -61% | 1 | 1 | 0% | 1,956 | 2,809 | +44% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 25 cases were attempted. The headline lift of +32 percentage points is the difference between those two pass rates over the 25 comparable cases. 1 case got worse with the skill loaded, and it is included in that figure.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.