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/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.

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openmontage
74k49 skills3 commands

Claude Code

$ npx -y skills add calesthio/OpenMontage --skill threejs-materials --agent claude-code

SKILL.md

threejs-materials.SKILL.md
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
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Questions about threejs-materials.

Which coding agents can use threejs-materials?
threejs-materials installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.