viewer-scene-building

Generate ready-to-render 3D test scenes with parametric meshes, materials, and scene graph wiring.

74|5|Updated Dec 13, 2019
One-click install
npx skills add https://github.com/mikialex/rendiation --skill viewer-scene-building
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: viewer-scene-building
Source: https://github.com/mikialex/rendiation/tree/main/.claude/skills/viewer-scene-building
Command: npx skills add https://github.com/mikialex/rendiation --skill viewer-scene-building

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Building correct 3D viewer scenes is repetitive and error-prone because you must consistently generate meshes, create materials, wire scene models, and set up lighting and transforms in the engine’s expected data model.

Core Features & Use Cases

  • Parametric mesh generation: Turn any ParametricSurface into GPU-ready meshes using build_attributes_mesh and triangulate_parametric, including tessellation control via TessellationConfig.
  • Material creation patterns: Create and attach multiple material types (PBR specular-glossiness, PBR metallic-roughness, and OccStyle/CAD-style) including optional alpha blending and texture-driven setups.
  • Scene model wiring & lighting: Connect meshes and materials into standard or non-standard model payloads, set local transforms, and create directional, point, and spot lights.
  • Test content module pattern: Add reusable test-scene loaders under application/viewer/src/viewer/test_content/ and register them through default_scene.rs.

Quick Start

Generate a default 3D test scene by following the viewer’s scene-building recipe: triangulate a parametric surface into a mesh, write it to the scene, create a matching material, wire a scene model with a node transform, and add one or more lights.

Frequently Asked Questions about viewer-scene-building

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate a GPU-ready 3D mesh from a parametric surface in Rust?

You generate a GPU-ready 3D mesh from a parametric surface in Rust by using `build_attributes_mesh` and `triangulate_parametric` with `TessellationConfig` to control tessellation and output the vertex attributes required by the renderer.

What is the best way to wire a 3D scene graph with materials and lighting in Rust?

The best way to wire a 3D scene graph with materials and lighting in Rust is to use `create_root_child` and `set_local_matrix` for node transforms, attach material payloads via `SceneWriter`, and add directional, point, or spot light entities to satisfy the renderer's data model.

Can I create both PBR and CAD-style materials for 3D test scenes?

Yes, you can create both PBR and CAD-style materials for 3D test scenes. The Skill supports PBR specular-glossiness, PBR metallic-roughness, and OccStyle/CAD-style materials, including optional alpha blending and texture-driven setups for rendering validation.

How do I register a reusable 3D test scene module in a viewer application?

You register a reusable 3D test scene module in a viewer application by adding the test-scene loader under `application/viewer/src/viewer/test_content/` and registering it through `default_scene.rs` to validate rendering pipelines with standard or specialized model payloads.

Why does my 3D viewer scene fail to render after adding a custom mesh and material?

A 3D viewer scene fails to render after adding a custom mesh and material if the data does not match the engine's expected data model. You must ensure meshes are triangulated correctly and material payloads are wired using the proper `SceneWriter` patterns.