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threejs-materials

generationN/AIntermediateClaude
🤖 AI Summary

Generates and configures Three.js materials (PBR, basic, phong, shader) with properties like textures and performance optimizations for styling meshes or creating custom shaders.

How to Install

This skill comes from a community source.

Three.js Materials

Quick Start

import * as THREE from "three";

// PBR material (recommended for realistic rendering)
const material = new THREE.MeshStandardMaterial({
  color: 0x00ff00,
  roughness: 0.5,
  metalness: 0.5,
});

const mesh = new THREE.Mesh(geometry, material);

Material Types Overview

Material Use Case Lighting
MeshBasicMaterial Unlit, flat colors, wireframes No
MeshLambertMaterial Matte surfaces, performance Yes (diffuse only)
MeshPhongMaterial Shiny surfaces, specular highlights Yes
MeshStandardMaterial PBR, realistic materials Yes (PBR)
MeshPhysicalMaterial Advanced PBR, clearcoat, transmission Yes (PBR+)
MeshToonMaterial Cel-shaded, cartoon look Yes (toon)
MeshNormalMaterial Debug normals No
MeshDepthMaterial Depth visualization No
ShaderMaterial Custom GLSL shaders Custom
RawShaderMaterial Full shader control Custom

MeshBasicMaterial

No lighting calculations. Fast, always visible.

const material = new THREE.MeshBasicMaterial({
  color: 0xff0000,
  transparent: true,
  opacity: 0.5,
  side: THREE.DoubleSide, // FrontSide, BackSide, DoubleSide
  wireframe: false,
  map: texture, // Color/diffuse texture
  alphaMap: alphaTexture, // Transparency texture
  envMap: envTexture, // Reflection texture
  reflectivity: 1, // Env map intensity
  fog: true, // Affected by scene fog
});

MeshLambertMaterial

Diffuse-only lighting. Fast, no specular highlights.

const material = new THREE.MeshLambertMaterial({
  color: 0x00ff00,
  emissive: 0x111111, // Self-illumination color
  emissiveIntensity: 1,
  map: texture,
  emissiveMap: emissiveTexture,
  envMap: envTexture,
  reflectivity: 0.5,
});

MeshPhongMaterial

Specular highlights. Good for shiny, plastic-like surfaces.

const material = new THREE.MeshPhongMaterial({
  color: 0x0000ff,
  specular: 0xffffff, // Highlight color
  shininess: 100, // Highlight sharpness (0-1000)
  emissive: 0x000000,
  flatShading: false, // Flat vs smooth shading
  map: texture,
  specularMap: specTexture, // Per-pixel shininess
  normalMap: normalTexture,
  normalScale: new THREE.Vector2(1, 1),
  bumpMap: bumpTexture,
  bumpScale: 1,
  displacementMap: dispTexture,
  displacementScale: 1,
});

MeshStandardMaterial (PBR)

Physically-based rendering. Recommended for realistic results.

const material = new THREE.MeshStandardMaterial({
  color: 0xffffff,
  roughness: 0.5, // 0 = mirror, 1 = diffuse
  metalness: 0.0, // 0 = dielectric, 1 = metal

  // Textures
  map: colorTexture, // Albedo/base color
  roughnessMap: roughTexture, // Per-pixel roughness
  metalnessMap: metalTexture, // Per-pixel metalness
  normalMap: normalTexture, // Surface detail
  normalScale: new THREE.Vector2(1, 1),
  aoMap: aoTexture, // Ambient occlusion (uses uv2!)
  aoMapIntensity: 1,
  displacementMap: dispTexture, // Vertex displacement
  displacementScale: 0.1,
  displacementBias: 0,

  // Emissive
  emissive: 0x000000,
  emissiveIntensity: 1,
  emissiveMap: emissiveTexture,

  // Environment
  envMap: envTexture,
  envMapIntensity: 1,

  // Other
  flatShading: false,
  wireframe: false,
  fog: true,
});

// Note: aoMap requires second UV channel
geometry.setAttribute("uv2", geometry.attributes.uv);

MeshPhysicalMaterial (Advanced PBR)

Extends MeshStandardMaterial with advanced features.

```javascript const material = new THREE.MeshPhysicalMaterial({ // All MeshStandardMaterial properties plus:

// Clearcoat (car paint, lacquer) clearcoat: 1.0, // 0-1 clearcoat layer strength clearcoatRoughness: 0.1, clearcoatMap: ccTexture, clearcoatRoughnessMap: ccrTexture, clearcoatNormalMap: ccnTexture, clearcoatNormalScale: new THREE.Vector2(1, 1),

// Transmission (glass, water) transmission: 1.0, // 0 = opaque, 1 = fully transparent transmissionMap: transTexture, thickness: 0.5, // Volume thickness for refraction thicknessMap: thickTexture, attenuationDistance: 1, // Absorption distance attenuationColor: new THREE.Color(0xffffff),

// Refraction ior: 1.5, // Index of refraction (1-2.333)

// Sheen (fabric, velvet) sheen: 1.0, sheenRoughness: 0.5, sheenColor: new THREE.Color(0xffffff), sheenColorMap: sheenTexture, sheenRoughnessMap: sheenRoughTexture,

// Iridescence (soap bubbles, oil slicks) iridescence: 1.0, iridescenceIOR: 1.3, iridescenceThicknessRange: [100, 400], iridescenceMap: iridTexture, iridescenceThicknessMap: iridThickTexture,

//

Details

Category Coding → generation
Sourcecommunity
SKILL.mdView on GitHub →
Repo StarsN/A
Est. per SkillN/A (shared across 1230 skills from this repo)
DifficultyIntermediate
Risk LevelN/A

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Works Well With

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