Threejs Materials
Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance.
- Skill ID
- cloudai-x/threejs-skills/threejs-materials
- Publisher
- cloudai-x
- Repository
- threejs-skills
- Installs
- 256
- Files
- 1
- Synced
- Oct 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
cloudai-x/threejs-skills/threejs-materialsInstalls these files- SKILL.md
What this skill tells the agent
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;More from cloudai-x
Use this skill in a project
Open any RiverX project, search the Skills panel for cloudai-x/threejs-skills/threejs-materials, and install it in one click.
