Build custom visual effects in Three.js using shaders, programs that control shape and surface appearance. Add animated waves, glowing edges, gradients, or dissolving surfaces, and extend existing materials with custom rendering behavior.
中文简介正在准备中。当前显示英语简介。
- Animate a surface with wave-like deformation
- Add glowing edges or gradients
- Create a dissolving surface effect
calesthio/OpenMontage☆ 7万2026年10月17日 更新
Set up lighting and shadows in Three.js scenes. Choose light types, create outdoor or studio lighting, use environment images to illuminate materials, and tune shadow settings to balance appearance with rendering performance.
中文简介正在准备中。当前显示英语简介。
- Create sunlight and sky lighting outdoors
- Set up studio or three-point lighting
- Use HDR images for environment lighting
calesthio/OpenMontage☆ 7万2026年10月17日 更新
Create a single-column HTML email for a product launch, with a centered brand wordmark, hero image block, headline, copy, action button, specifications, and footer. Table-based layout and inline colors support compatibility with email clients.
中文简介正在准备中。当前显示英语简介。
- Creating an email to announce a new product
- Combining product specifications and an action button
- Building a branded HTML newsletter
nexu-io/html-anything☆ 91862026年10月13日 更新
Draw vintage emblem SVG illustrations for teams, events, and releases. Combine one bold object, a sun disc, carved shadows, and custom lettering in seven flat colors to create badges, posters, or marketing cards.
中文简介正在准备中。当前显示英语简介。
- Creating a badge for a team or club
- Illustrating a release announcement card
- Designing artwork for stickers or patches
MengTo/Skills☆ 68542026年10月18日 更新
Create original brand campaign visuals from a supplied reference. Adjust how closely concepts share its visual language, develop distinct brands within one family, and check names, composition, and differences from signature reference elements.
中文简介正在准备中。当前显示英语简介。
- Develop original campaign visuals from a reference image
- Create distinct brands with a shared visual direction
- Bring an existing concept closer to its reference
MengTo/Skills☆ 68542026年10月18日 更新
Host-side DOCA UROM library (doca_urom_*): offload an HPC / UCX / MPI application's remote memory operations (puts, gets, atomics, collectives) from the host CPU onto a BlueField DPU. Trigger on "MPI all-reduce burning host CPU", "push UCX traffic onto the BlueField", "first doca_urom call returns NOT_PERMITTED", or "host library and DPU service look out of sync", even without naming DOCA UROM. An offload needs both halves: this host library and the UROM Service on the DPU (doca-urom-svc), which owns deploying that container. Covers creating UROM Service contexts (doca_urom_service_*) and Worker contexts (doca_urom_worker_*) that run plugins on the DPU, discovering plugins via doca_urom_service_get_plugins_list, progressing completions, and DOCA_ERROR_* from doca_urom_* calls. Route elsewhere for UROM Service deployment on the DPU side, MPI / UCX collective algorithm design, and RDMA / RoCE / IB substrate bring-up.
中文简介正在准备中。当前显示原文说明。
NVIDIA/skills☆ 36612026年10月20日 更新
Operate the DOCA UROM Service container on BlueField Arm for remote memory operations (puts, gets, atomics, collectives) enqueued by a paired host using `doca-urom`: pull the NGC image, choose the UCX component, size queues, configure Comch pairing, and align host and service versions. SECURITY: the service has no standalone access control; Comch pairing and RDMA permissions are the boundary. Pair only intended hosts, expose least-privilege memory regions, and verify both views before start. Trigger for slow UCX collectives, unexpected NOT_PERMITTED, or missing completions. Do not use for host application code, MPI/UCX integration design, or DOCA install.
中文简介正在准备中。当前显示原文说明。
NVIDIA/skills☆ 36612026年10月20日 更新
Use this skill when the user is doing hands-on DOCA DMA programming — bringing up a doca_dma context, configuring the single doca_dma_task_memcpy task type, sizing buffers via the doca_dma_cap_task_memcpy_* queries, setting LOCAL_READ_ONLY / LOCAL_READ_WRITE permissions on source / destination doca_mmap regions (plus doca_mmap_export_* for cross-peer copies), driving the progress engine, or debugging DOCA_ERROR_* returns. Trigger even when the user does not explicitly mention "DOCA DMA" or "doca_mmap" — typical implicit phrasings include "memcpy host buffer to BlueField without using the CPU", "offload a bulk copy to the DPU", "copy returns NOT_PERMITTED on first submit", "buffer too big for one DMA task", "task submitted but no completion", or "scatter-gather copy between two memory regions". Refuse and route elsewhere for cross-network copies (DOCA RDMA), producer/consumer messaging (DOCA Comch), DOCA Core / progress-engine internals, or DOCA install — those belong to other skills.
中文简介正在准备中。当前显示原文说明。
NVIDIA/skills☆ 36612026年10月20日 更新
Use this skill for hands-on DOCA Ethernet packet-queue work on a BlueField DPU or ConnectX NIC — bringing up a `doca_eth_rxq` or `doca_eth_txq` on a port / representor / SF, picking among the four `enum doca_eth_rxq_type` values (`_REGULAR` / `_CYCLIC` / `_MANAGED_MEMPOOL` / `_SHARED_MEMPOOL`), sizing burst or scatter-gather length against the `_cap_*` queries, submitting `doca_eth_txq_task_send` / `_lso_send` (carrying packet `doca_buf`s — no `doca_eth_frame` struct exists), or debugging DOCA_ERROR_* from an Ethernet call. `doca_eth_rxq` and `doca_eth_txq` are two Core contexts; one `doca_ctx_start()` does not cover both. Trigger on implicit phrasings: "my RX queue is up but no packets arrive", "send-task returns AGAIN at line rate", "which queue type for fixed-MTU ingress", "device open fails without sudo", or "is L3 checksum offload available here". Refuse and route elsewhere for installing DOCA, flow-rule / steering programming, host↔DPU control messaging, or RDMA data movement.
中文简介正在准备中。当前显示原文说明。
NVIDIA/skills☆ 36612026年10月20日 更新
Use this skill when the user is dealing with the DOCA environment around their workload — verifying an install is healthy, preparing the build env (pkg-config, headers, LD_LIBRARY_PATH, hugepages, devlink, representors), debugging env-class failures, deciding container-vs-bare-metal deployment shape, or reaching a DOCA install from a host that doesn't have one yet via the NGC DOCA container Stage-1 fallback. Trigger even when the user does not explicitly mention "DOCA setup" — typical implicit phrasings include "just got a BlueField, what now", "code is built, how to run it", "pkg-config can't find doca-flow", "no free 2048 kB hugepages", "representor X not found", "on a Mac and want to learn DOCA". Refuse and route elsewhere for library API specifics (Flow pipes, RDMA queues), the modify-a-sample first-app workflow or DOCA_ERROR_* program-side debugging, and "where is X documented" knowledge-map questions — those belong to other skills.
中文简介正在准备中。当前显示原文说明。
NVIDIA/skills☆ 36612026年10月20日 更新
Use this skill when the user is building, running, or interpreting the doca/tools/gpunetio_ib_write_bw client+server benchmark — a CUDA kernel on the client posts RDMA WRITE work requests through the doca-gpunetio device-side surface to measure sustained GPU-driven WRITE bandwidth on a GPU+IB-device pair. Trigger even when the user does not explicitly mention "doca-gpunetio-ib-write-bw" or "GPUNetIO" — typical implicit phrasings include "measure WRITE BW when the GPU posts the WRs", "BW swings between runs on the same flags", "is the NIC saturated or am I CPU-bound on the CUDA kernel", "meson compile fails for the GPUNetIO bw tool", "nvidia_peermem isn't picking up my GPU buffer", or "GPU-initiated WRITE throughput vs CPU-initiated perftest". Refuse and route elsewhere for general doca-gpunetio library work, DOCA install, the GPU-initiated WRITE latency analog, the CPU-initiated upstream perftest, or application-level end-to-end throughput — those belong to other skills.
中文简介正在准备中。当前显示原文说明。
NVIDIA/skills☆ 36612026年10月20日 更新
Use this skill when the user is debugging any DOCA symptom — a build that won't compile, a link step that can't resolve a doca_* symbol, a runtime call returning DOCA_ERROR_*, a silent service or tool, or a stack trace / valgrind / core dump — and needs the layered ladder (install → version → build → link → runtime → program → driver), verbosity controls (--sdk-log-level, DOCA_LOG_LEVEL, the doca-{lib}-trace flavor), container-debug constraints, or how to capture state for a Developer Forum post. Trigger even when the user does not say "DOCA debug" — implicit phrasings include "undefined reference to doca_*", "how do I get more logs", "packets aren't reaching the wire", "doca_caps returned nothing", or "hugepages empty in the container". Refuse and route elsewhere for library-specific debug (Flow pipe trace, RDMA QP, Comch stats), env-class pkg-config or hugepages symptoms, the DOCA_ERROR_* taxonomy and lifecycle interpretation, and performance or incident-response work — those belong to other skills.
中文简介正在准备中。当前显示原文说明。
NVIDIA/skills☆ 36612026年10月20日 更新
Use this skill when the user is writing their first DOCA app or asking a library-agnostic programming question — picking a shipped sample to copy and modify, wiring pkg-config + meson (or FFI from Rust / Go / Python against the public C ABI), walking the Core lifecycle (create → configure → start → connect → use → stop → destroy), or decoding a DOCA_ERROR_*. Trigger on implicit phrasing: "write my first DOCA program", "meson line for doca_rdma_*", "DOCA_ERROR_BAD_STATE on first call", "call DOCA from Rust", "built clean but nothing on the wire". Refuse install / hugepages / pkg-config (doca-setup), docs or version lookup (doca-public-knowledge-map), and library-internal API work (matching library skill).
中文简介正在准备中。当前显示原文说明。
NVIDIA/skills☆ 36612026年10月20日 更新
Use this skill when the user is doing hands-on host-side DOCA PCC work to load a CUSTOM Programmable Congestion Control algorithm onto a BlueField DPU — creating per-port `doca_pcc` contexts, loading a `dpacc`-compiled `doca_pcc_app` onto the `doca_dev` for the RoCE-bearing port, parameterizing it, walking triple-axis capability discovery (DOCA cap-query + DPA-capable BlueField + firmware custom-PCC slot enabled), or debugging `DOCA_ERROR_*` from `doca_pcc_*`. Trigger even without explicit "DOCA PCC" phrasing — implicit forms include "loading my own congestion control onto a BF port", "DOCA_ERROR_NOT_PERMITTED on algorithm load", "DOCA_ERROR_DRIVER when I attach my custom algorithm", "my custom rate-update isn't affecting RoCE traffic", or "load succeeds but no on-wire change". Refuse and route elsewhere for DPA-side algorithm-body design, the `pcc_counters` CLI, default factory PCC in ConnectX firmware, or setting up the RDMA / RoCE traffic — those belong to other skills.
中文简介正在准备中。当前显示原文说明。
NVIDIA/skills☆ 36612026年10月20日 更新
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation. Handles sprite requests, ordinary image generation/editing, typography logos (로고, 타이포그래피, 타이틀 글자, 타이틀 로고, wordmark, logo, title lettering: a title screen drawn with the title in it, its lettering lifted out transparent), standalone image-to-video clips (i2v, animate this still, 그록 영상, 이매진 비디오, 스틸 움직여줘, first/last frame, reference-to-video, 영상 이어붙이기, 영상 편집, extend/edit a clip), clips from a video MCP on the agent (ZCRE, 지크 MCP), chroma removal, animation atlases, video loops, 큐레이션뷰, image candidates, 팔레트 스왑, palette swap, recolor, rig layers, engine exports, repeating backgrounds, projected shadows, motion/contact inspection and optional scene composition from existing assets.
中文简介正在准备中。当前显示原文说明。
aldegad/sprite-gen☆ 29332026年10月17日 更新
Render a punchy ~12s vertical (9:16) music-only direct-response OFFER ad as a 4-beat kinetic-typography film — HEADLINE slam → real PRODUCT drop → CLAIM/proof → CTA pill — from one config of copy slots, a real product photo, a brand palette, fonts, bpm, and beat split. DETERMINISTIC + FREE (a bundled Remotion project; springs + interpolate, no AI-gen for visuals). Backgrounds are engine gradient divs off the palette, props are inline SVG, the ONLY composited bitmap is the REAL product photo (objectFit:contain, never stretched), and ALL headline/claim/CTA/URL/wordmark text is typeset in the engine — never AI-rendered (the format's credibility guard). A driver binds the config to Remotion input props, renders the 9:16 master, and derives a 1:1 center-crop with ffmpeg. Two gating checks run before render (claim verbs must match the product's physical format; the claim beat needs an edge-entry mechanism prop). Use for the motion-graphics-offer-ad format.
中文简介正在准备中。当前显示原文说明。
gooseworks-ai/goose-skills☆ 12612026年10月20日 更新
Render an 'Instagram-Live social-proof gallery' video from a config — ~5 real brand product stills each framed as an Instagram-LIVE card (IG gradient-ring avatar, username, verified check, red LIVE badge, viewer count, close X, a short claim-free live-comment feed, an empty 'Add a comment…' bar, and reaction hearts floating up the right edge), with a brand-approved benefit sentence building one phrase per slide and a clean logo endcard, rendered deterministically with PIL frames plus FFmpeg — FREE (the music bed comes from create-music-elevenlabs), products and wordmark stay crisp. Use for the ig-live-gallery format.
中文简介正在准备中。当前显示原文说明。
gooseworks-ai/goose-skills☆ 12612026年10月20日 更新
Assemble a 3D-CGI app sizzle — nano-banana CGI plates (blank-glow floating phone + a CGI studio with rim-light + placeholder burst shapes; studio look and phone finish come from the recipe choices) plus PIL compositing of the REAL App Store screenshots onto the bezel + burst-out overlays, driven by Kling 3.0 i2v steady-float per beat with a per-beat Ken-Burns FFmpeg push-in fallback when Kling garbles the UI, then VO/music mix (sidechain duck, loudnorm) + 1.15x speed + anti-AI grain finalize. The on-screen UI, any faces in it, and the wordmark are ALWAYS real assets composited via PIL — never AI-rendered. The paid steps (plates, i2v clips, VO, music) are separate capabilities; this ships the config + PIPELINE + FREE assembly and the recipe orchestrates the spend. Use for the cgi-app-sizzle video format.
中文简介正在准备中。当前显示原文说明。
gooseworks-ai/goose-skills☆ 12612026年10月20日 更新
Design or evaluate a brand visual identity system covering logo, color, typography, imagery direction, iconography, and motion principles. Use this skill whenever the user wants to design a logo, build a visual identity, define brand colors, choose brand typography, develop iconography, plan brand imagery, or evaluate an existing identity for cohesion. Triggers on logo design, brand identity, visual identity, brand mark, wordmark, monogram, color palette, brand colors, brand typography, type system, iconography, brand imagery, motion design, brand system, identity system. Also triggers when the user has a brand direction approved and now needs the visual artifacts that express it.
中文简介正在准备中。当前显示原文说明。
rampstackco/claude-skills☆ 9762026年10月19日 更新
Bevy ECS skill for shaders. Keywords: Bevy, shader, material, bevy_shader, bevy_material, StandardMaterial.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Dev-Agentic-Skills☆ 8712026年10月17日 更新
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Dev-Agentic-Skills☆ 8712026年10月17日 更新
Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Dev-Agentic-Skills☆ 8712026年10月17日 更新
Bevy ECS skill for shaders. Keywords: Bevy, shader, material, bevy_shader, bevy_material, StandardMaterial.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
中文简介正在准备中。当前显示原文说明。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新