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Ztc Material Studio Lighting And Environment

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Focused implementation and verification of lighting and environment in Interactive Material Studio.

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  • Added November 7, 2026
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A100/100

Scanned November 7, 2026

npx -y skills add Realjustawall/Perfect-AI --skill ztc-material-studio-lighting-and-environment --agent claude-code

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SKILL.md
---
name: ztc-material-studio-lighting-and-environment
description: "Focused implementation and verification of lighting and environment in Interactive Material Studio."
---
# Lighting And Environment

Parent: `ztc-material-studio` — read its acceptance gate and `../../src/material-studio.mjs` before editing.

## Required implementation
Use proper HDR environment lighting where authorized, adjust exposure, maintain consistent color pipeline and tone mapping.

### Exact workflow
1. Inspect current code ownership and versions; write down the affected components, selectors, assets and timeline owners.
2. Reproduce baseline at 320px/390px/768px/1440px, with pointer/touch, navigation, RTL if applicable, and reduced-motion.
3. Integrate the smallest change confined to this responsibility. Use typed/validated props and explicit lifecycle cleanup. Ensure failed assets, missing browser APIs and aborted interactions degrade gracefully.
4. Instrument observable state (progress, time, active selection, DOMRect, material parameters or frame index). Avoid non-deterministic quality claims.
5. Verify start, mid, end and reverse progress; resize after loading fonts/images; test one failure path and repeated navigation; inspect browser console and screenshots.
6. Compare user-facing behavior and performance to baseline. If a regression is observed, roll back just this change and record the cause.

## Contract
- **Input:** authenticated/validated application state, viewport, user preference, and dependencies explicitly available in target project.
- **Output:** meaningful accessible DOM and stable optional visual enhancement; no hidden input-only navigation.
- **Acceptance:** At least six material presets render in Three.js with correct input validation, no missing maps, and stable repeated swaps.
- **Limitations:** Bundled presets are parameter data and optional Three.js constructors, not photorealistic renders until environment/light assets are integrated.
- **Evidence:** file paths, screenshot artifact paths, browser/driver, commands, actual test results, and unresolved TODOs.

## References
- https://threejs.org/docs/pages/MeshPhysicalMaterial.html
- https://threejs.org/docs/pages/GLTFLoader.html

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