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3d Four Seasons

Meng ToCommunityCreated by Meng To

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  • Design and creative
  • MIT
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From the author

Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. Use for seasonal controls, architectural walkthroughs, and outdoor scenes with four-season transitions.
— the description by Meng To

AutoGineer summary

Written by AutoGineer from the skill’s own files, not by the author

This skill provides a framework for creating coordinated seasonal states—spring, summer, fall, and winter—within a single 3D scene. By using a weighted blending system, developers can transition between seasons without rebuilding the environment or recompiling shaders. The approach emphasizes maintaining a consistent camera state and interaction model while dynamically updating foliage, lighting, atmospheric effects, and material properties like snow coverage.

What it does

  • Defines a four-component weight system to blend seasonal visual states.
  • Provides logic for updating foliage density and color based on the selected season.
  • Implements world-space normal masking to apply settled snow effects to exposed surfaces.
  • Offers guidance on managing lighting, skyboxes, and particle effects for seasonal atmosphere.
  • Ensures transitions are responsive and performant by reusing existing geometry and materials.
  • Includes verification steps to prevent color drift and ensure consistent shadow rendering.

When to use it

  • When building architectural walkthroughs that require seasonal environmental context.
  • When developing outdoor 3D scenes that need to support multiple seasonal aesthetics.
  • When you need to toggle between seasonal looks without reloading the entire 3D world.
  • When implementing a user-controlled seasonal selector for interactive 3D applications.

Advantages

  • Maintains scene stability by avoiding world rebuilds or shader recompilation.
  • Provides a clear, deterministic method for blending seasonal visual cues.
  • Optimizes performance by reusing preallocated particle pools and material hooks.
  • Ensures visual consistency across transitions by avoiding cumulative color tinting.

Usage examples

“How do I implement a smooth transition between summer and winter in my 3D scene?”
You should use the four-component weight system to interpolate between the summer and winter presets, updating material uniforms and lighting parameters over time.
“What is the best way to add snow to my 3D environment for the winter season?”
Use a shader-based approach that combines the winter weight with upward-facing world-space geometric normals to mask and apply a snow material to exposed surfaces.

Install

  1. Download the skill as a ZIP:

    https://autogineer.com/agent-skills/mengto/3d-four-seasons/download
  2. Unzip it into the cross-client skills folder of your project:

    mkdir -p .agents/skills && unzip 3d-four-seasons.zip -d .agents/skills

Documentation by Meng To

3D Four Seasons

Keep one recognizable place across all four seasons. Each season should change several mutually consistent visual cues while preserving camera state and interactions.

Author the seasonal identity

Inventory deciduous trees, evergreens, exposed surfaces, sheltered surfaces, lights, sky, and existing weather. Use species and climate appropriate to the project; the table is a temperate-scene starting point.

SeasonFoliage and groundLight and atmosphereMotion
SpringFresh foliage; blossom on appropriate speciesSoft warm daylight; gentle hazeSparse petals or young leaves
SummerDense deep greens; full ground coverStronger daylight; readable shaded greensRestrained leaf drift and breeze
FallSpecies-specific amber, red, and brown; litterLower warm sun; golden hazeMore falling leaves
WinterBare deciduous branches; retained evergreens; exposed snowCool sky fill; pale sun; warm interiorsOptional sparse snow; little leaf drift

Choose particle effects only when they serve the scene. A seasonal selector does not require a storm or a full weather simulator.

Share one state

Use a four-component blend in the order [spring, summer, fall, winter]. Accept autumn as an alias for fall, then normalize to one internal key. The weights start nonnegative and sum to one.

const presets = {
  spring: [1, 0, 0, 0], summer: [0, 1, 0, 0],
  fall: [0, 0, 1, 0], winter: [0, 0, 0, 1],
};
const weights = [0, 1, 0, 0];
let target = presets.summer;
function setSeason(name) {
  const key = name === 'autumn' ? 'fall' : name;
  if (!Object.hasOwn(presets, key)) return false;
  target = presets[key];
  return true;
}
function stepSeason(dt, reducedMotion = false) {
  const a = reducedMotion ? 1 : 1 - Math.exp(-1.4 * Math.min(Math.max(dt, 0), 0.05));
  for (let i = 0; i < 4; i++) weights[i] += (target[i] - weights[i]) * a;
}

Feed the same state into material uniforms, sky, sun/fill lighting, particle density, and optional ambient audio. A new selection should redirect the current blend, not queue another animation or reset to summer. Resolve each result from authored base values and weights; repeatedly tinting last frame's color causes drift.

Change foliage and snow convincingly

Use species-specific color palettes and stable per-instance IDs. Gradually thin deciduous foliage for winter using a deterministic threshold or dither. Preserve evergreen coverage. Apply matching visibility and wind rules to shadow/depth materials so absent leaves do not cast summer shadows.

For inexpensive settled snow, combine winter weight with upward-facing world-space geometric normals and an exposure mask:

snow = winterWeight * smoothstep(0.3, 0.85, worldNormal.y) * exposure

Blend toward a pale, rough snow material. Upward normal alone also whitens sheltered tables and indoor floors; tag exposed objects or supply shelter masks. A material overlay does not add thickness or change silhouette. Add selective snow-cap geometry only for close-up edges where depth matters. Keep falling snow intensity separate from settled coverage if the scene models accumulation and melt.

Keep the transition responsive

Preallocate particle pools and reuse materials/geometry. Change uniforms rather than recompiling shaders or rebuilding the world. Preserve existing material hooks when extending shaders and use stable program cache keys; match the installed renderer's shader chunks instead of assuming an old injection point exists.

Keep season independent of time of day and weather. Derive a final lighting state from those inputs once, so several controllers do not overwrite the same sun or fog values. Refresh expensive environment maps at controlled state changes, with caching where possible.

Use keyboard-accessible controls with a visible selected state and updated accessible labels. Under reduced motion, apply the chosen seasonal appearance immediately and retain a composed still scene. Pause continuous animation while hidden.

Verify

Capture all four seasons from the same camera. Each should be recognizable without its label. Rapidly switch spring → winter → summer → fall mid-transition and check for color drift, stale shadows, allocation spikes, and lost camera controls. Verify snow exposure indoors/outdoors, evergreen retention, particle count, and desktop/mobile rendering.

Read REFERENCES.md. Seijaku demonstrates shared uSeason weights, setSeason, snowInject, foliage thinning, and seasonal light tinting. Full snowfall physics and climate simulation are extensions, not claims about that implementation.

Files

Requirements and compatibility

Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta

“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.

Security

No issues found by our static scan· No issues found

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Attribution and licence

Created by
Meng To
Publisher
Meng To (Community)
Source
MengTo/Skills · agent-skills/3d/3d-four-seasons · commit 5ea1661
Licence
MIT License (redistribution allowed)
  • LICENSE (added by AutoGineer from LICENSE)
  • ATTRIBUTION.md (written by AutoGineer)
Synced

AutoGineer is not affiliated with or endorsed by Meng To or Meng To.

Download ZIP

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download 3d-four-seasons.zip