/threejs-textures
Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
$ npx -y skills add calesthio/OpenMontage --skill threejs-textures --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/threejs-textures
Context preview
The summary Claude sees to decide when to auto-load this skill.
Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
SKILL.md
threejs-textures.SKILL.mdname: threejs-textures
description: Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
Three.js Textures
Quick Start
import * as THREE from "three";
// Load texture
const loader = new THREE.TextureLoader();
const texture = loader.load("texture.jpg");
// Apply to material
const material = new THREE.MeshStandardMaterial({
map: texture,
});Texture Loading
Basic Loading
const loader = new THREE.TextureLoader();
// Async with callbacks
loader.load(
"texture.jpg",
(texture) => console.log("Loaded"),
(progress) => console.log("Progress"),
(error) => console.error("Error"),
);
// Synchronous style (loads async internally)
const texture = loader.load("texture.jpg");
material.map = texture;Promise Wrapper
function loadTexture(url) {
return new Promise((resolve, reject) => {
new THREE.TextureLoader().load(url, resolve, undefined, reject);
});
}
// Usage
const [colorMap, normalMap, roughnessMap] = await Promise.all([
loadTexture("color.jpg"),
loadTexture("normal.jpg"),
loadTexture("roughness.jpg"),
]);Texture Configuration
Color Space
Critical for accurate color reproduction.
// Color/albedo textures - use sRGB
colorTexture.colorSpace = THREE.SRGBColorSpace;
// Data textures (normal, roughness, metalness, AO) - leave as default
// Do NOT set colorSpace for data textures (NoColorSpace is default)
Wrapping Modes
texture.wrapS = THREE.RepeatWrapping; // Horizontal
texture.wrapT = THREE.RepeatWrapping; // Vertical
// Options:
// THREE.ClampToEdgeWrapping - Stretches edge pixels (default)
// THREE.RepeatWrapping - Tiles the texture
// THREE.MirroredRepeatWrapping - Tiles with mirror flip
Repeat, Offset, Rotation
// Tile texture 4x4
texture.repeat.set(4, 4);
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
// Offset (0-1 range)
texture.offset.set(0.5, 0.5);
// Rotation (radians, around center)
texture.rotation = Math.PI / 4;
texture.center.set(0.5, 0.5); // Rotation pivot
Filtering
// Minification (texture larger than screen pixels)
texture.minFilter = THREE.LinearMipmapLinearFilter; // Default, smooth
texture.minFilter = THREE.NearestFilter; // Pixelated
texture.minFilter = THREE.LinearFilter; // Smooth, no mipmaps
// Magnification (texture smaller than screen pixels)
texture.magFilter = THREE.LinearFilter; // Smooth (default)
texture.magFilter = THREE.NearestFilter; // Pixelated (retro games)
// Anisotropic filtering (sharper at angles)
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
Generate Mipmaps
// Usually true by default
texture.generateMipmaps = true;
// Disable for non-power-of-2 textures or data textures
texture.generateMipmaps = false;
texture.minFilter = THREE.LinearFilter;
Texture Types
Regular Texture
const texture = new THREE.Texture(image);
texture.needsUpdate = true;
Data Texture
Create texture from raw data.
// Create gradient texture
const size = 256;
const data = new Uint8Array(size * size * 4);
for (let i = 0; i < size; i++) {
for (let j = 0; j < size; j++) {
const index = (i * size + j) * 4;
data[index] = i; // R
data[index + 1] = j; // G
data[index + 2] = 128; // B
data[index + 3] = 255; // A
}
}
const texture = new THREE.DataTexture(data, size, size);
texture.needsUpdate = true;Canvas Texture
const canvas = document.createElement("canvas");
canvas.width = 256;
canvas.height = 256;
const ctx = canvas.getContext("2d");
// Draw on canvas
ctx.fillStyle = "red";
ctx.fillRect(0, 0, 256, 256);
ctx.fillStyle = "white";
ctx.font = "48px Arial";
ctx.fillText("Hello", 50, 150);
const texture = new THREE.CanvasTexture(canvas);
// Update when canvas changes
texture.needsUpdate = true;Video Texture
const video = document.createElement("video");
video.src = "video.mp4";
video.loop = true;
video.muted = true;
video.play();
const texture = new THREE.VideoTexture(video);
texture.colorSpace = THREE.SRGBColorSpace;
// No need to set needsUpdate - auto-updatesCompressed Textures
import { KTX2Loader } from "three/examples/jsm/loaders/KTX2Loader.js";
const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath("path/to/basis/");
ktx2Loader.detectSupport(renderer);
ktx2Loader.load("texture.ktx2", (texture) => {
material.map = texture;
});Cube Textures
For environment maps and skyboxes.
CubeTextureLoader
const loader = new THREE.CubeTextureLoader();
const cubeTexture = loader.load([
"px.jpg",
"nx.jpg", // +X, -X
"py.jpg",
"ny.jpg", // +Y, -Y
"pz.jpg",
"nz.jpg", // +Z, -Z
]);
// As background
scene.background = cubeTexture;
// As environment map
scene.environment = cubeTexture;
material.envMap = cubeTexture;
Equirectangular to Cubemap
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
new RGBELoader().load("environment.hdr", (texture) => {
const envMap = pmremGenerator.fromEquirectangular(texture).texture;
scene.environment = envMap;
scene.background = envMap;
texture.dispose();
pmremGenerator.dispose();
});HDR Textures
RGBELoader
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const loader = new RGBELoader();
loader.load("environment.hdr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
scene.background = texture;
});EXRLoader
import { EXRLoader } from "three/examples/jsm/loaders/EXRLoader.jRead more
name: threejs-textures description: Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
Three.js Textures
Quick Start
import * as THREE from "three";
// Load texture
const loader = new THREE.TextureLoader();
const texture = loader.load("texture.jpg");
// Apply to material
const material = new THREE.MeshStandardMaterial({
map: texture,
});Texture Loading
Basic Loading
const loader = new THREE.TextureLoader();
// Async with callbacks
loader.load(
"texture.jpg",
(texture) => console.log("Loaded"),
(progress) => console.log("Progress"),
(error) => console.error("Error"),
);
// Synchronous style (loads async internally)
const texture = loader.load("texture.jpg");
material.map = texture;Promise Wrapper
function loadTexture(url) {
return new Promise((resolve, reject) => {
new THREE.TextureLoader().load(url, resolve, undefined, reject);
});
}
// Usage
const [colorMap, normalMap, roughnessMap] = await Promise.all([
loadTexture("color.jpg"),
loadTexture("normal.jpg"),
loadTexture("roughness.jpg"),
]);Texture Configuration
Color Space
Critical for accurate color reproduction.
// Color/albedo textures - use sRGB colorTexture.colorSpace = THREE.SRGBColorSpace; // Data textures (normal, roughness, metalness, AO) - leave as default // Do NOT set colorSpace for data textures (NoColorSpace is default)
Wrapping Modes
texture.wrapS = THREE.RepeatWrapping; // Horizontal texture.wrapT = THREE.RepeatWrapping; // Vertical // Options: // THREE.ClampToEdgeWrapping - Stretches edge pixels (default) // THREE.RepeatWrapping - Tiles the texture // THREE.MirroredRepeatWrapping - Tiles with mirror flip
Repeat, Offset, Rotation
// Tile texture 4x4 texture.repeat.set(4, 4); texture.wrapS = THREE.RepeatWrapping; texture.wrapT = THREE.RepeatWrapping; // Offset (0-1 range) texture.offset.set(0.5, 0.5); // Rotation (radians, around center) texture.rotation = Math.PI / 4; texture.center.set(0.5, 0.5); // Rotation pivot
Filtering
// Minification (texture larger than screen pixels) texture.minFilter = THREE.LinearMipmapLinearFilter; // Default, smooth texture.minFilter = THREE.NearestFilter; // Pixelated texture.minFilter = THREE.LinearFilter; // Smooth, no mipmaps // Magnification (texture smaller than screen pixels) texture.magFilter = THREE.LinearFilter; // Smooth (default) texture.magFilter = THREE.NearestFilter; // Pixelated (retro games) // Anisotropic filtering (sharper at angles) texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
Generate Mipmaps
// Usually true by default texture.generateMipmaps = true; // Disable for non-power-of-2 textures or data textures texture.generateMipmaps = false; texture.minFilter = THREE.LinearFilter;
Texture Types
Regular Texture
const texture = new THREE.Texture(image); texture.needsUpdate = true;
Data Texture
Create texture from raw data.
// Create gradient texture
const size = 256;
const data = new Uint8Array(size * size * 4);
for (let i = 0; i < size; i++) {
for (let j = 0; j < size; j++) {
const index = (i * size + j) * 4;
data[index] = i; // R
data[index + 1] = j; // G
data[index + 2] = 128; // B
data[index + 3] = 255; // A
}
}
const texture = new THREE.DataTexture(data, size, size);
texture.needsUpdate = true;Canvas Texture
const canvas = document.createElement("canvas");
canvas.width = 256;
canvas.height = 256;
const ctx = canvas.getContext("2d");
// Draw on canvas
ctx.fillStyle = "red";
ctx.fillRect(0, 0, 256, 256);
ctx.fillStyle = "white";
ctx.font = "48px Arial";
ctx.fillText("Hello", 50, 150);
const texture = new THREE.CanvasTexture(canvas);
// Update when canvas changes
texture.needsUpdate = true;Video Texture
const video = document.createElement("video");
video.src = "video.mp4";
video.loop = true;
video.muted = true;
video.play();
const texture = new THREE.VideoTexture(video);
texture.colorSpace = THREE.SRGBColorSpace;
// No need to set needsUpdate - auto-updatesCompressed Textures
import { KTX2Loader } from "three/examples/jsm/loaders/KTX2Loader.js";
const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath("path/to/basis/");
ktx2Loader.detectSupport(renderer);
ktx2Loader.load("texture.ktx2", (texture) => {
material.map = texture;
});Cube Textures
For environment maps and skyboxes.
CubeTextureLoader
const loader = new THREE.CubeTextureLoader(); const cubeTexture = loader.load([ "px.jpg", "nx.jpg", // +X, -X "py.jpg", "ny.jpg", // +Y, -Y "pz.jpg", "nz.jpg", // +Z, -Z ]); // As background scene.background = cubeTexture; // As environment map scene.environment = cubeTexture; material.envMap = cubeTexture;
Equirectangular to Cubemap
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
new RGBELoader().load("environment.hdr", (texture) => {
const envMap = pmremGenerator.fromEquirectangular(texture).texture;
scene.environment = envMap;
scene.background = envMap;
texture.dispose();
pmremGenerator.dispose();
});HDR Textures
RGBELoader
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const loader = new RGBELoader();
loader.load("environment.hdr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
scene.background = texture;
});EXRLoader
import { EXRLoader } from "three/examples/jsm/loaders/EXRLoader.jWorld's first open-source, agentic video production system. 12 production pipelines, 100+ tools, 700+ agent skill and production-knowledge files. Turn your AI coding assistant into a full video production studio.
Repo: calesthio/OpenMontage
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