threejs-animation
Keyframe, skeletal and morph-target animation, procedural motion and clip blending, on WebGL or with WebGPU and TSL. Use when…
Choosing and configuring three.js materials - unlit, diffuse, specular, PBR, toon, point and line materials - shared properties like blending and stencil, environment response, and the WebGPU node-material and TSL equivalents. Use when styling meshes or tuning material behavior.
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name: threejs-materials description: "Choosing and configuring three.js materials - unlit, diffuse, specular, PBR, toon, point and line materials - shared properties like blending and stencil, environment response, and the WebGPU node-material and TSL equivalents. Use when styling meshes or tuning material behavior."
Targets three.js r186. Examples use WebGLRenderer; the WebGPU and TSL section uses WebGPURenderer.
import * as THREE from "three";
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 0, 3);
// PBR material - the default choice for lit, realistic surfaces
const material = new THREE.MeshStandardMaterial({
color: 0x00aaff,
roughness: 0.35,
metalness: 0.1,
});
const mesh = new THREE.Mesh(new THREE.SphereGeometry(1, 48, 32), material);
scene.add(mesh);
scene.add(new THREE.HemisphereLight(0xffffff, 0x444444, 1)); // lit materials render black without lights
const light = new THREE.DirectionalLight(0xffffff, 2);
light.position.set(3, 3, 3);
scene.add(light);
function animate() {
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}
renderer.setAnimationLoop(animate);| Material | Use case | Lighting | | -------------------- | ------------------------------------- | ------------------ | | MeshBasicMaterial | Unlit color, textures, wireframes | None | | MeshLambertMaterial | Matte diffuse surfaces | Diffuse | | MeshPhongMaterial | Shiny plastic, cheap specular | Diffuse + specular | | MeshStandardMaterial | PBR metal/rough workflow | PBR | | MeshPhysicalMaterial | PBR plus clearcoat, transmission, sheen, iridescence | PBR | | MeshToonMaterial | Cel shading | Toon steps | | MeshMatcapMaterial | Lit look baked into a matcap texture, no lights needed | Baked | | ShadowMaterial | Transparent surface that shows only the shadows it receives | Shadows only | | PointsMaterial | Point clouds | None | | LineBasicMaterial / LineDashedMaterial | Lines | None | | ShaderMaterial / RawShaderMaterial | Custom GLSL, WebGLRenderer only | Custom |
Color data textures (map, emissiveMap, specularMap, sheenColorMap, specularColorMap, LDR matcap, a canvas or video used as color) need `texture.colorSpace = THREE.SRGBColorSpace`, or colors render washed out. Scalar maps (normal, bump, displacement, roughness, metalness, ao, alpha, toon gradientMap) keep the default. HDR loaders set their own color space.
No lighting calculations. Fast, always visible. Supports `envMap` with `reflectivity` (0 to 1) and `combine` (`THREE.MultiplyOperation`, `THREE.MixOperation`, `THREE.AddOperation`); `specularMap` (sRGB) masks the env-map contribution.
const map = await new THREE.TextureLoader().loadAsync("color.jpg");
map.colorSpace = THREE.SRGBColorSpace;
const material = new THREE.MeshBasicMaterial({
color: 0xffffff, // multiplied with the map
map,
transparent: true,
opacity: 0.5,
side: THREE.DoubleSide, // FrontSide (default), BackSide, DoubleSide
fog: true, // affected by scene fog
});Lambert is diffuse-only. Phong adds a specular highlight; it is the cheap alternative when Standard is too heavy.
const lambert = new THREE.MeshLambertMaterial({
color: 0x00ff00,
emissive: 0x111111, // self-illumination color
emissiveIntensity: 1,
});
const phong = new THREE.MeshPhongMaterial({
color: 0x0000ff,
specular: 0x111111, // highlight color
shininess: 30, // higher = sharper highlight
flatShading: false, // flat vs smooth normals
});Both also support `map`, `emissiveMap`, `specularMap` (sRGB; masks the env-map reflection, and the highlight on Phong), `normalMap`, `bumpMap`, `displacementMap`, `aoMap`, `envMap`, `envMapIntensity` and `envMapRotation`.
Physically-based rendering. Recommended for realistic results.
const map = await new THREE.TextureLoader().loadAsync("color.jpg");
map.colorSpace = THREE.SRGBColorSpace;
const ormMap = await new THREE.TextureLoader().loadAsync("orm.jpg"); // glTF ORM: ao red, roughness green, metalness blue; scalar: keep default
const material = new THREE.MeshStandardMaterial({
color: 0xffffff, // multiplied with the map
roughness: 1.0, // 0 = mirror, 1 = fully diffuse; multiplied by roughnessMap (green)
metalness: 1.0, // 0 = dielectric, 1 = metal; multiplied by metalnessMap (blue), so keep 1 with a map
map,
roughnessMap: ormMap,
metalnessMap: ormMap,
normalMap: null, // surface detail; scale with normalScale (a Vector2)
aoMap: ormMap, // ambient occlusion (red); intensity with aoMapIntensity
displacementMap: null, // vertex displacement; scale with displacementScale, offset with displacementBias
emissive: 0x000000,
emissiveIntensity: 1,
emissiveMap: null, // sRGB
envMap: null, // or rely on scene.environment (see below)
fog: true,
});`lightMap` (with `lightMapIntensity`) bakes indirect light the same way aoMap bakes occlusion; an HDR or EXR lightMap is `LinearSRGBColorSpace`, which the loaders set.
Every UV-mapped texture samples the attribute selected by `texture.channel`: 0 reads `uv` (the default), 1 reads `uv1`, 2 reads `uv2`, 3 reads `uv3`. aoMap and lightMap need no second UV set - they sample `uv` unless you change `channel`. GLTFLoader loads `TEXCOORD_1` as `uv1` and sets `channel` itself.
const aoMap = await new THREE.TextureLoader().loadAsync("ao.jpg"); // scalar: keep default
const material = new THREE.MeshStandardMaterial({ aoMap }); // samples uv: no extra attributeSkill files that give Claude Code current, verified knowledge of three.js, so the code it writes runs on the release you actually install. The skills target three.js r186 (three@0.186), React Three Fiber 9.8 with drei 10.7, and gltf-transform 4.5.
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