Reference for consistent visual style across procedurally generated assets. **Triggers:** "visual style", "art style", "color palette", "material", "PBR". **Before generating:** Check `.studio/visual-style.md` for project style. **Load references when:** - Style tokens → `references/style-tokens.md` - Color palettes → `references/color-palettes.md` - PBR materials → `references/material-database.md` - Metal materials → `references/materials-metals.md` - Natural materials → `references/materials-natural.md` - Generation recipes → `references/generation-recipes.md` - Quality assessment → `references/quality-heuristics.md`
/plugin marketplace add nethercore-systems/nethercore-ai-plugins/plugin install zx-procgen@nethercore-ai-pluginsThis skill inherits all available tools. When active, it can use any tool Claude has access to.
references/color-palettes.mdreferences/generation-recipes.mdreferences/material-database.mdreferences/materials-metals.mdreferences/materials-natural.mdreferences/materials-soft.mdreferences/materials-specialty.mdreferences/quality-heuristics.mdreferences/style-tokens.mdMaintain consistent visual style across procedurally generated assets through style tokens, color palettes, and material definitions.
| Concept | Purpose | Reference |
|---|---|---|
| Style Token | Modifies generation parameters (roughness, saturation, detail) | style-tokens.md |
| Color Palette | HSL ranges for consistent colors | color-palettes.md |
| Material | PBR parameters for surfaces | material-database.md |
| Recipe | Bundles token + palette + material + constraints | generation-recipes.md |
| Token | Roughness | Saturation | Detail | Use For |
|---|---|---|---|---|
| RUSTIC | +0.3 | 0.7x | Medium | Medieval, weathered |
| PRISTINE | -0.2 | 1.0x | High | Sci-fi, clean |
| CYBERPUNK | -0.1 | 1.3x | Extreme | Neon, tech |
| GOTHIC | +0.2 | 0.6x | High | Horror, ornate |
| ORGANIC | +0.1 | 0.9x | High | Natural, living |
See references/style-tokens.md for 15+ tokens with full parameters.
| Palette | Hue Range | Saturation | Use For |
|---|---|---|---|
| WarmEarthy | 15-45 (orange-brown) | 0.3-0.6 | Wood, leather |
| CoolMetal | 200-240 (blue-gray) | 0.1-0.3 | Steel, chrome |
| Neon | 280-320, 160-200 | 0.8-1.0 | Cyberpunk |
| Muted | Any | 0.1-0.3 | Stone, worn |
| Vibrant | Any | 0.7-1.0 | Fantasy, cartoon |
See references/color-palettes.md for 12 palettes with specifications.
Use dot notation: category.variant
| Category | Variants | Key Properties |
|---|---|---|
| metal | polished, brushed, rusted, chrome | High metallic |
| wood | fresh, weathered, painted, charred | Low metallic, high roughness |
| stone | polished, rough, mossy, marble | Varied roughness |
| fabric | cotton, silk, leather, velvet | Medium roughness |
| crystal | clear, colored, magical | Low roughness, optional emission |
See references/material-database.md for 40+ materials with PBR values.
| Natural Language | Style Translation |
|---|---|
| "rusty old barrel" | Style: Rustic, Material: metal.rusted |
| "glowing crystal" | Style: Fantasy, Material: crystal.magical, Emission: 0.8 |
| "clean sci-fi panel" | Style: Pristine, Material: metal.brushed |
| "neon cyberpunk sign" | Style: Cyberpunk, Material: tech.hologram |
1. DESCRIBE → "weathered medieval barrel"
2. INTERPRET → Style: Rustic, Palette: WarmEarthy, Material: wood.weathered
3. GENERATE → Produce mesh + textures
4. ASSESS → Run quality heuristics
5. ITERATE → Adjust based on feedback
Texture:
Mesh:
See references/quality-heuristics.md for measurement code.
| Game Type | Recipe |
|---|---|
| Medieval RPG | Rustic + WarmEarthy + wood/stone |
| Sci-Fi | Pristine + CoolMetal + metal/tech |
| Horror | Gothic + Muted + stone/organic |
| Cartoon | Stylized + Vibrant + any |
| Cyberpunk | Cyberpunk + Neon + metal/tech |
See references/generation-recipes.md for complete recipe code.
This skill should be used when the user asks to "create a slash command", "add a command", "write a custom command", "define command arguments", "use command frontmatter", "organize commands", "create command with file references", "interactive command", "use AskUserQuestion in command", or needs guidance on slash command structure, YAML frontmatter fields, dynamic arguments, bash execution in commands, user interaction patterns, or command development best practices for Claude Code.
This skill should be used when the user asks to "create an agent", "add an agent", "write a subagent", "agent frontmatter", "when to use description", "agent examples", "agent tools", "agent colors", "autonomous agent", or needs guidance on agent structure, system prompts, triggering conditions, or agent development best practices for Claude Code plugins.
This skill should be used when the user asks to "create a hook", "add a PreToolUse/PostToolUse/Stop hook", "validate tool use", "implement prompt-based hooks", "use ${CLAUDE_PLUGIN_ROOT}", "set up event-driven automation", "block dangerous commands", or mentions hook events (PreToolUse, PostToolUse, Stop, SubagentStop, SessionStart, SessionEnd, UserPromptSubmit, PreCompact, Notification). Provides comprehensive guidance for creating and implementing Claude Code plugin hooks with focus on advanced prompt-based hooks API.