Three.js World Generation
For production meshes and Blender assembly, also read
.
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
- : procedural primitives, vertex colors, semantic/layout validation, fast iteration. Never call this production-quality, reference-grade, or visually equivalent to WorldClaw.
- : 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
. 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 when planning or explaining the coarse-to-fine method.
- Read references/world-spec.md before authoring a or calling .
- Read , , and
hyperframes-animation/adapters/three.md
before editing the emitted workspace.
- Read , , , , and for production-tier work.
Route the request
- Use the pipeline for design-led, explanatory, abstract, or music-led world films.
- Use the 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:
- : only facts the user supplied.
- : 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
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
to install rights-safe catalogs under
projects/<id>/assets/3d/catalogs/<catalog-id>/
. Record source, license, archive hash, model inventory, and every selected model in the asset manifest. Then call
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/<id>/hyperframes",
"duration_seconds": 60,
"render_mode": "cinematic",
"quality_tier": "production",
"asset_catalog_paths": ["projects/<id>/assets/3d/catalogs/kenney-nature-kit"],
})
Treat
,
,
, and
as editable assets. Do not flatten them into a video until the assets gate is approved.
4. Inspect regionally
Build a second pass with
or
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:
- build the workspace;
- run the unified HyperFrames gate and snapshot representative times;
- inspect frames and update the issue queue;
- change the narrowest relevant spec fields;
- 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"
;
must preserve the authored workspace. For reference-grade video, render a Blender PNG sequence with
, then set
for packaging. Preserve the world spec and
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 and post-render review pass before delivery. Use the legacy or 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 skills. They are the subsystem references used when extending this runtime.