executing-plans
executing-plans
Use when executing an implementation plan in the current session as the implementer yourself — your human partner chose inline execution, or no subagent tool is available
3d-paper-materialBuild a paper sheet in Three.js that reads as paper up close — washi, cotton rag or kraft with baked fibre and tooth relief, laid and chain lines, a torn deckle edge with frayed fibres, four-layer thickness, a rolled corner and crease, ink that wicks along the fibres, toasted aged edges, contact shadows and back-lit translucency. Use for a hung sheet, scrol…
Independent GitHub snapshot · Automated classification · Original documentation governs
Paper is a fibre field cut out by a torn outline: a height map of laid fibres and formation clouds gives the surface, an alpha mask with pulled-out fibres gives the edge, offset copies give the thickness, and the back light is transmitted by how thin the formation is at each pixel. Drop any one and the sheet is a white plane.
Reach for paper-cinder-transition when the paper burns or is revealed by fire; this skill is the unburnt sheet. It is a hung or laid sheet in a scene. A page-turning book needs a bend rig this skill does not provide.
Read demo.html for a working build: MeshPhysicalMaterial patched with onBeforeCompile, maps baked once into half-float targets, masks painted with Canvas 2D. Its NOISE GLSL, formation, kozo-fibre and bark-fleck expressions, back-light transmission, tearLine and the fray loop are ported unchanged from the Kibori workshop page (kibori.html, washiMat, footTear).
R height, G formation, B fibre, A fleck to a half-float target. Height is 0.5 + fibre*0.34 + (tooth-0.5)*0.1 - fleck*0.2 - crease*0.55. Keep samples: 0 on the target and mipmaps on.(gnoise(q*2.1)-0.5)*1.5 rad. Add a finer, fainter fibre set at 2.7x frequency (max 0.55).R thin strip inside the tear, G silhouette plus fray fibres, B ink with a low-alpha bleed halo, A the silhouette blurred by a shadow drawn off to the side (edge age). Read back with getImageData and write into a DataTexture, rows flipped, alpha as data.2.6*curl) that keeps length. Add three copies offset along the normal by thick/3, 2thick/3, thick.emissive += L * tr, where tr = 0.74 + (0.5-form)*0.85 + (0.5-lowfbm)*0.45 - fibre*0.22 - fleck*0.45, times stock gain, plus the thin strip, minus ink. L is the garden behind: sky, sun patch, black bamboo stems sampled through a mip bias of 1.4.| washi | cotton rag | kraft | |
|---|---|---|---|
| tint | #f0e8d2 | #f0eee6 | #a88f70 |
| fibre lattice A / B (per unit) | 1.9x54 / 44x2.3 | 15x17 / 16x14 | 7x26 / 26x7 |
| fibre relief, bump height (unit) | 0.55, 0.0017 | 0.32, 0.0024 | 0.8, 0.0034 |
| tooth freq, amp | 230, 0.09 | 430, 0.17 | 300, 0.20 |
| laid lines /unit, amp, chain | 110, 0.28, 0 | 150, 0.55, 0.5 | none |
| tear amplitude (T,R,B,L), fray scale | 64,72,60,76; x12 | 3,58,3,54; x6 | 96,3,4,3; x8 |
| thickness (unit), transmission | 0.0045, 1.0 | 0.0085, 0.42 | 0.011, 0.16 |
| roughness, sheen | 0.93, 0.4 | 0.9, 0.25 | 0.96, 0.10 |
Scale: 1 unit = 134.8 mm (A4 is 1.55 x 2.2). Base bake 990 px/unit = 7.3 px/mm; macro window 1536 px over 0.5 unit = 22.8 px/mm. Tear samples 3400 per unit. Camera 28 degree FOV; macro distance 0.46-0.50.
tearLine runs straight, turns, runs again. Give cut sides amplitude 3-4, torn sides 60-100.smoothstep(0.62,0.85, halo + fibre*0.4 + (0.5-form)*0.5) wicks along strands. Guard the term with smoothstep(0.03,0.16, halo) or fibres far from any ink go black.smoothstep(0.5,0.12,length((fract(q*cell)-0.5)*vec2(1,1.9))).alphaTest cuts anything under 0.5. Use alphaToCoverage: true with alphaTest 0 and antialias on; four MSAA samples dither the partial alpha. Give the shadow depth material its own alphaMap and alphaTest: 0.5.perturbNormalArb normalises the surface derivatives, so slope depends on pixel size. Replace bumpmap_pars_fragment with the un-normalised Mikkelsen form and give the height in world units.getImageData into a DataTexture (rows reversed, flipY false).ctx.filter is unreliable; draw the shape offset by 20000 px with shadowOffsetX = -20000 so only its blur lands.samples: 0.The demo idles with a slow camera sway; prefers-reduced-motion renders one composed still and only re-renders on control input. It pauses on document.hidden and resets its time base on resume, clamps dt to 1/30 s, caps device pixel ratio at 2, sizes from a ResizeObserver, and eases back-light and macro with 1 - exp(-dt*k). Controls are real radios, checkboxes and ranges with focus rings and a live status line.
Idle sway about 85 fps; 325k triangles in 7 draw calls (front plus three layers is 4x81k); stock switch rebuilds in about 320 ms (masks 4 canvases, bake, geometry); macro window in about 150 ms. GPU memory about 100 MB (base target 40, macro target 25, masks 33). What costs: the four mask canvases and the tens of thousands of fray strokes. What does not: the bake pass and the normal taps. The cheap lever: base density (PPU_B); 660 px/unit halves memory and keeps overview sharp.
Extracted from the Kibori 木彫 launch page, where washi is the back-lit shoji panes, the torn footer sheet and the paper lantern; this build restages those generators on one sheet with a macro mode.
| item | score | why |
|---|---|---|
| fibre structure | 8 | warped, rotating strands, two scales; no fibre cross-overs in depth |
| deckle edge | 8 | four independent tears, fray fibres, feather strip; fibres do not shadow |
| thickness | 6 | three stepped layers; steps show at extreme rake, no cross-section fibres |
| translucency | 8 | formation-driven, stems, amber sun patch; no scattering blur by thickness |
| curl and crease | 6 | roll is convincing, crease reads faint at overview |
| ink | 6 | fibre wicking narrow; no pooling at stroke ends |
| aged edges and shadow | 6 | toast and foxing good; shadow on the wall is a hard shape |
| texel density | 8 | 22.8 px/mm in macro, 7.3 px/mm overview |