Code Lib
Updated a month ago

threejs-materials

CCloudAI-X
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CloudAI-X/threejs-skills/skills/threejs-materials
84
Agent Score

💡 Summary

This skill provides a comprehensive guide to using various Three.js materials for 3D rendering.

🎯 Target Audience

3D game developersWeb developers using Three.jsGraphic designers working with 3D modelsStudents learning computer graphicsHobbyists creating 3D visualizations

🤖 AI Roast:Powerful, but the setup might scare off the impatient.

Security AnalysisLow Risk

Risk: Low. Review: permissions, data flow, and dependency risk. Run with least privilege and audit before enabling in production.


name: threejs-materials description: Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance.

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.

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, // Anisotropy (brushed metal) anisotropy: 1.0, anisotropyRotation: 0, anisotropyMap: anisoTexture, // Specular specularIntensity: 1, specularColor: new THREE.Color(0xffffff), specularIntensityMap: specIntTexture, specularColorMap: specColorTexture, });

Glass Material Example

const glass = new THREE.MeshPhysicalMaterial({ color: 0xffffff, metalness: 0, roughness: 0, transmission: 1, thickness: 0.5, ior: 1.5, envMapIntensity: 1, });

Car Paint Example

const carPaint = new THREE.MeshPhysicalMaterial({ color: 0xff0000, metalness: 0.9, roughness: 0.5, clearcoat: 1, clearcoatRoughness: 0.1, });

MeshToonMaterial

Cel-shaded cartoon look.

const material = new THREE.MeshToonMaterial({ color: 0x00ff00, gradientMap: gradientTexture, // Optional: custom shading gradient }); // Create step gradient texture const colors = new Uint8Array([0, 128, 255]); const gradientMap = new THREE.DataTexture(colors, 3, 1, THREE.RedFormat); gradientMap.minFilter = THREE.NearestFilter; gradientMap.magFilter = THREE.NearestFilter; gradientMap.needsUpdate = true;

MeshNormalMaterial

Visualize surface normals. Useful for debugging.

const material = new THREE.MeshNormalMaterial({ flatShading: false, wireframe: false, });

MeshDepthMaterial

Render depth values. Used for shadow maps, DOF effects.

const material = new THREE.MeshDepthMaterial({ depthPacking: THREE.RGBADepthPacking, });

PointsMaterial

For point clouds.

const material = new THREE.PointsMaterial({ color: 0xffffff, size: 0.1, sizeAttenuation: true, // Scale with distance map: pointTexture, alphaMap: alphaTexture, transparent: true, alphaTest: 0.5, // Discard pixels below threshold vertexColors: true, // Use per-vertex colors }); const points = new THREE.Points(geometry, material);

LineBasicMaterial & LineDashedMaterial

// Solid lines const lineMaterial = new THREE.LineBasicMaterial({ color: 0xffffff, linewidth: 1, // Note: >1 only works on some systems linecap: "round", linejoin: "round", }); // Dashed lines const dashedMaterial = new THREE.LineDashedMaterial({ color: 0xffffff, dashSize: 0.5, gapSize: 0.25, scale: 1, }); // Required for dashed lines const line = new THREE.Line(geometry, dashedMaterial); line.computeLineDistances();

ShaderMaterial

Custom GLSL shaders with Three.js uniforms.

const material = new THREE.ShaderMaterial({ uniforms: { time: { value: 0 }, color: { value: new THREE.Color(0xff0000) }, texture1: { value: texture }, }, vertexShader: ` varying vec2 vUv; uniform float time; void main() { vUv = uv; vec3 pos = position; pos.z += sin(pos.x * 10.0 + time) * 0.1; gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0); } `, fragmentShader: ` varying vec2 vUv; uniform vec3 color; uniform sampler2D texture1; void main() { // Use texture2D() for GLSL 1.0, texture() for GLSL 3.0 (glslVersion: THREE.GLSL3) vec4 texColor = texture2D(texture1, vUv); gl_FragColor = vec4(color * texColor.rgb, 1.0); } `, transparent: true, side: THREE.DoubleSide, }); // Update uniform in animation loop material.uniforms.time.value = clock.getElapsedTime();

Built-in Uniforms (auto-provided)

// Vertex shader uniform mat4 modelMatrix; // Object to world uniform mat4 modelViewMatrix; // Object to camera uniform mat4 projectionMatrix; // Camera projection uniform mat4 viewMatrix; // World to camera uniform mat3 normalMatrix; // For transforming normals uniform vec3 cameraPosition; // Camera world position // Attributes attribute vec3 position; attribute vec3 normal; attribute vec2 uv;

RawShaderMaterial

Full control - no built-in uniforms/attributes.

const material = new THREE.RawShaderMaterial({ uniforms: { projectionMatrix: { value: camera.projectionMatrix }, modelViewMatrix: { value: new THREE.Matrix4() }, }, vertexShader: ` precision highp float; attribute vec3 position; uniform mat4 projectionMatrix; uniform mat4 modelViewMatrix; void main() { gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `, fragmentShader: ` precision highp float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } `, });

Common Material Properties

All materials share these base properties:

// Visibility material.visible = true; material.transparent = false; material.opacity = 1.0; material.alphaTest = 0; // Discard
5-Dim Analysis
Clarity9/10
Novelty7/10
Utility9/10
Completeness9/10
Maintainability8/10
Pros & Cons

Pros

  • Wide variety of materials for different use cases.
  • Clear examples for each material type.
  • Supports advanced rendering techniques.

Cons

  • May overwhelm beginners with too much information.
  • Lacks installation instructions.
  • No clear usage examples for all materials.

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Copyright belongs to the original author CloudAI-X.