threejs-materials

0
0
Source

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

Install

mkdir -p .claude/skills/threejs-materials && curl -L -o skill.zip "https://mcp.directory/api/skills/download/5353" && unzip -o skill.zip -d .claude/skills/threejs-materials && rm skill.zip

Installs to .claude/skills/threejs-materials

About this skill

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

MaterialUse CaseLighting
MeshBasicMaterialUnlit, flat colors, wireframesNo
MeshLambertMaterialMatte surfaces, performanceYes (diffuse only)
MeshPhongMaterialShiny surfaces, specular highlightsYes
MeshStandardMaterialPBR, realistic materialsYes (PBR)
MeshPhysicalMaterialAdvanced PBR, clearcoat, transmissionYes (PBR+)
MeshToonMaterialCel-shaded, cartoon lookYes (toon)
MeshNormalMaterialDebug normalsNo
MeshDepthMaterialDepth visualizationNo
ShaderMaterialCustom GLSL shadersCustom
RawShaderMaterialFull shader controlCustom

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 pixels with alpha < value

// Rendering
material.side = THREE.FrontSide; // FrontSide, BackSide, DoubleSide
material.depthTest = true;
material.depthWrite = true;
material.colorWrite = true;

// Blending
material.blending = THREE.Nor

---

*Content truncated.*

You might also like

flutter-development

aj-geddes

Build beautiful cross-platform mobile apps with Flutter and Dart. Covers widgets, state management with Provider/BLoC, navigation, API integration, and material design.

643969

drawio-diagrams-enhanced

jgtolentino

Create professional draw.io (diagrams.net) diagrams in XML format (.drawio files) with integrated PMP/PMBOK methodologies, extensive visual asset libraries, and industry-standard professional templates. Use this skill when users ask to create flowcharts, swimlane diagrams, cross-functional flowcharts, org charts, network diagrams, UML diagrams, BPMN, project management diagrams (WBS, Gantt, PERT, RACI), risk matrices, stakeholder maps, or any other visual diagram in draw.io format. This skill includes access to custom shape libraries for icons, clipart, and professional symbols.

591705

ui-ux-pro-max

nextlevelbuilder

"UI/UX design intelligence. 50 styles, 21 palettes, 50 font pairings, 20 charts, 8 stacks (React, Next.js, Vue, Svelte, SwiftUI, React Native, Flutter, Tailwind). Actions: plan, build, create, design, implement, review, fix, improve, optimize, enhance, refactor, check UI/UX code. Projects: website, landing page, dashboard, admin panel, e-commerce, SaaS, portfolio, blog, mobile app, .html, .tsx, .vue, .svelte. Elements: button, modal, navbar, sidebar, card, table, form, chart. Styles: glassmorphism, claymorphism, minimalism, brutalism, neumorphism, bento grid, dark mode, responsive, skeuomorphism, flat design. Topics: color palette, accessibility, animation, layout, typography, font pairing, spacing, hover, shadow, gradient."

318399

godot

bfollington

This skill should be used when working on Godot Engine projects. It provides specialized knowledge of Godot's file formats (.gd, .tscn, .tres), architecture patterns (component-based, signal-driven, resource-based), common pitfalls, validation tools, code templates, and CLI workflows. The `godot` command is available for running the game, validating scripts, importing resources, and exporting builds. Use this skill for tasks involving Godot game development, debugging scene/resource files, implementing game systems, or creating new Godot components.

340397

nano-banana-pro

garg-aayush

Generate and edit images using Google's Nano Banana Pro (Gemini 3 Pro Image) API. Use when the user asks to generate, create, edit, modify, change, alter, or update images. Also use when user references an existing image file and asks to modify it in any way (e.g., "modify this image", "change the background", "replace X with Y"). Supports both text-to-image generation and image-to-image editing with configurable resolution (1K default, 2K, or 4K for high resolution). DO NOT read the image file first - use this skill directly with the --input-image parameter.

452339

fastapi-templates

wshobson

Create production-ready FastAPI projects with async patterns, dependency injection, and comprehensive error handling. Use when building new FastAPI applications or setting up backend API projects.

304231

Stay ahead of the MCP ecosystem

Get weekly updates on new skills and servers.