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/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.

From plugin
openmontage
80k49 skills4 commands

Claude Code

$ npx -y skills add openmontageinc/openmontage --skill threejs-textures --agent claude-code

SKILL.md

threejs-textures.SKILL.md
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-updates

Compressed 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.j
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Questions about threejs-textures.

Which coding agents can use threejs-textures?
threejs-textures 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.