Route DeepLabCut markerless pose-estimation workflows, project setup, PyTorch training/inference, maDLC tracking, Model Zoo, post-processing, 3D, and export tasks.
日本語の概要は準備中です。原文の説明を表示しています。
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概要と使いどころ
Route DeepLabCut markerless pose-estimation workflows, project setup, PyTorch training/inference, maDLC tracking, Model Zoo, post-processing, 3D, and export tasks.
日本語の概要は準備中です。原文の説明を表示しています。
The order of operations for an Active Directory penetration test: setup, collection, exploitation, post-processing. Use this whenever you are planning or driving an AD assessment and need to know what to run before what and why (map before you exploit; harvest easy credentials before spraying to avoid lockouts; collect the graph before you reason about paths). Covers phase sequencing with standard tooling: netexec/nxc, impacket, certipy, bloodyAD, kerbrute, BloodHound CE. Invoke it at the start of an engagement, when deciding the next phase, or when a step feels out of order.
日本語の概要は準備中です。原文の説明を表示しています。
Production guidance for planning, building, animating, capturing, and reviewing complete Three.js scenes for rendered media. Use for browser-native 3D product shots, title sequences, procedural worlds, glTF scene assembly, camera and lighting animation, shaders, post-processing, deterministic frame export, and Three.js render QA; not for modeling standalone assets, WebXR interaction, or generic website decoration.
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Generate 3D assets with Tencent's Hunyuan3D family — open-weight self-hosted models (Hunyuan3D-2.0/2.1 and HunyuanWorld / HY-World for scenes) and the hosted, closed API tiers (2.5, PolyGen, 3.0/3.1 via Tencent Cloud and third-party hosts). Use when a task involves image-to-3D or text-to-3D mesh generation, the shape-then-texture (DiT + Paint / PBR) workflow, choosing between self-hosting and a hosted API, checking the Community License's Territory (EU/UK/South Korea) and 1M-MAU commercial gate, sizing GPU/VRAM for local inference, ComfyUI integration, or reviewing and post-processing (retopology, UVs, decimation) the meshes these models produce. Not for image, video, or general LLM tasks.
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Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.
日本語の概要は準備中です。原文の説明を表示しています。
Authoritative reference and rules for developing for Obsidian — building TypeScript plugins (Plugin lifecycle, manifest.json, commands, settings, modals, views, ribbon/status bar), the Vault and Editor APIs, the event system, Markdown post-processing & code-block processors, CodeMirror 6 editor extensions, building CSS themes (CSS variables, theme.css/manifest), and submitting plugins/themes to the community directory. Use whenever the user asks to build, debug, or review an Obsidian plugin or theme, work with the Obsidian API (Vault/Editor/Workspace/Plugin), register commands/views/events, process Markdown, or release/submit to the Obsidian community.
日本語の概要は準備中です。原文の説明を表示しています。
Expert guide for modern web shaders: Three Shading Language (TSL), WebGPU WGSL, Compute Shaders, and WebGL GLSL in Three.js and Babylon.js. Covers procedural generation, compute kernels, and post-processing / Panduan ahli shader web modern: TSL, WGSL, Compute Shader, dan GLSL.
日本語の概要は準備中です。原文の説明を表示しています。
Reference WebGPU APIs, TSL syntax, node materials, WGSL integration, compute shaders, and post-processing in Three.js. For complete particle canvases use threejs-particle-canvas; for GLSL shaders use rocaille-shader. Triggers on TSL shader, WebGPU renderer, node material, WGSL, GPU compute, WebGPU setup.
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Configure render settings, compositing nodes, output formats, and execute renders via Cycles or EEVEE engines using Python API or command-line interface. Use when automating render execution for batch processing, configuring quality and performance trade-offs, setting up compositing pipelines for post-processing, generating multiple output formats from a single render, or producing final output for publication or presentation.
日本語の概要は準備中です。原文の説明を表示しています。
Use when lighting or rendering a PlayCanvas scene, covering lights, ambient and environment lighting, sky, shadows, tone mapping, exposure, fog, and post-processing.
日本語の概要は準備中です。原文の説明を表示しています。
Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.
日本語の概要は準備中です。原文の説明を表示しています。
React Three Fiber (R3F) 3D rendering — Canvas, meshes, materials, lights, cameras, animations, events, physics, post-processing, performance
日本語の概要は準備中です。原文の説明を表示しています。
Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.
日本語の概要は準備中です。原文の説明を表示しています。
Unity 6 lighting and visual effects guide. Use when working with lights, baked/realtime/mixed lighting, light probes, reflection probes, Adaptive Probe Volumes (APV), global illumination, Particle System, VFX Graph, or post-processing effects. Based on Unity 6.3 LTS documentation.
日本語の概要は準備中です。原文の説明を表示しています。
Unity 6 graphics and rendering guide. Use when working with render pipelines (URP, HDRP, Built-in), shaders, Shader Graph, materials, textures, cameras, post-processing, or rendering optimization. Covers Render Graph, batching, draw call optimization, and GPU instancing. Based on Unity 6.3 LTS documentation.
日本語の概要は準備中です。原文の説明を表示しています。
Generate ready-to-paste AI image-gen prompts for 2D game art (character/sprite, icon/UI/item, background/tileset) that stay consistent with the project's art style across separate chat sessions in Claude/Gemini/ChatGPT chat UIs. Use when the user wants to render, generate, or create game art/sprites/icons/backgrounds with AI, or mentions an "art style bible" for a game project. Maintains a persistent `art-style-bible.md` so style doesn't drift between requests, and gives a post-generation checklist plus post-processing guidance for common technical misses (transparency, size, aspect ratio).
日本語の概要は準備中です。原文の説明を表示しています。
Photography expert for composition, lighting, camera settings, and post-processing techniques
日本語の概要は準備中です。原文の説明を表示しています。
Comprehensive guide for developing WebGPU-enabled Three.js applications using TSL (Three.js Shading Language). Covers WebGPU renderer setup, node materials, compute shaders, post-processing, and WGSL integration. Use when working with Three.js WebGPU, TSL shaders, or GPU compute pipelines.
日本語の概要は準備中です。原文の説明を表示しています。
Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.
日本語の概要は準備中です。原文の説明を表示しています。