
Threejs Materials
- 6.3k installs
- 2.8k repo stars
- Updated July 9, 2026
- cloudai-x/threejs-skills
Material systems in Three.js define surface appearance (color, texture, reflectivity, transmission) and interact with lighting/shaders to produce final pixel output.
About
Three js materials control how 3D geometry appears on screen through color texture lighting and custom shaders Developers use materials when styling meshes optimizing rendering performance or creating specific visual effects like glass car paint or cel-shading The skill covers 10 material types MeshBasicMaterial MeshStandardMaterial MeshPhysicalMaterial ShaderMaterial etc texture integration color maps normal maps roughness maps physically-based rendering PBR workflows environment mapping and custom GLSL shaders Key workflows include selecting appropriate material types by use case configuring roughness and metalness for realism applying multi-texture stacks handling transparency and blending and writing vertex fragment shaders for advanced effects 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 javascript 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.
- 10+ material types ranked by performance (Basic, Lambert, Phong, Standard PBR, Physical, Toon, Normal, Depth)
- Physically-based rendering (PBR) with roughness, metalness, and texture maps for realistic surfaces
- MeshPhysicalMaterial advanced features: clearcoat, transmission (glass), iridescence, anisotropy, sheen
- Custom GLSL ShaderMaterial with uniforms, vertex/fragment shaders, and built-in Three.js matrices
- Texture stacking (albedo, normal, roughness, AO, displacement, emissive) with per-pixel control
Threejs Materials by the numbers
- 6,252 all-time installs (skills.sh)
- +579 installs in the week ending Jul 28, 2026 (Skillselion tracking)
- Ranked #80 of 2,277 Frontend Development skills by installs in the Skillselion catalog
- Security screen: LOW risk (skills.sh audit)
- Data as of Jul 28, 2026 (Skillselion catalog sync)
threejs-materials capabilities & compatibility
0
- Capabilities
- apply 10+ material types to meshes based on visu · configure pbr workflows (meshstandardmaterial, m · write custom vertex and fragment shaders (shader · stack and manage multiple textures (color, norma · implement advanced effects (glass transmission, · optimize material reuse and batching for perform · debug materials using meshnormalmaterial and dep
- Use cases
- ui design · web design
- Platforms
- macOS · Windows · Linux · WSL
- Runs
- Runs locally
- Pricing
- Free
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| Installs | 6.3k |
|---|---|
| repo stars | ★ 2.8k |
| Security audit | 3 / 3 scanners passed |
| Last updated | July 9, 2026 |
| Repository | cloudai-x/threejs-skills ↗ |
What it does
Apply realistic or stylized surface properties to 3D meshes using PBR, phong, shaders, and texture mapping.
Who is it for?
3D web graphics, game development, data visualization, product configurators, architectural visualization, WebGL rendering pipelines.
Skip if: 2D canvas rendering, server-side graphics, static image processing, non-real-time rendering.
When should I use this skill?
Styling or recoloring 3D meshes; applying textures or normal maps; creating glass, metal, or cartoon effects; optimizing material draw calls; writing custom shaders.
What you get
Developers apply correct material types, configure texture maps and PBR properties, write custom shaders, and achieve target visual fidelity with acceptable performance.
- Styled 3D meshes with color/texture
- Custom GLSL shader code
- Material configuration (roughness, metalness, etc.)
By the numbers
- 10 primary material types documented (Basic, Lambert, Phong, Standard, Physical, Toon, Normal, Depth, Shader, RawShader)
- 7 core texture slot types (color, normal, roughness, metalness, AO, displacement, emissive)
- 5 material blending modes (Normal, Additive, Subtractive, Multiply, Custom)
Files
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;
uniform vec3 color;
uniform sampler2D texture1;
void main() {
// Use texture2D() for GLSL 1.0, texture() for GLSL 3.0 (glslVersion: THREE.GLSL3)
vec4 texColor = texture2D(texture1, vUv);
gl_FragColor = vec4(color * texColor.rgb, 1.0);
}
`,
transparent: true,
side: THREE.DoubleSide,
});
// Update uniform in animation loop
material.uniforms.time.value = clock.getElapsedTime();Built-in Uniforms (auto-provided)
// Vertex shader
uniform mat4 modelMatrix; // Object to world
uniform mat4 modelViewMatrix; // Object to camera
uniform mat4 projectionMatrix; // Camera projection
uniform mat4 viewMatrix; // World to camera
uniform mat3 normalMatrix; // For transforming normals
uniform vec3 cameraPosition; // Camera world position
// Attributes
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;RawShaderMaterial
Full control - no built-in uniforms/attributes.
const material = new THREE.RawShaderMaterial({
uniforms: {
projectionMatrix: { value: camera.projectionMatrix },
modelViewMatrix: { value: new THREE.Matrix4() },
},
vertexShader: `
precision highp float;
attribute vec3 position;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
precision highp float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`,
});Common Material Properties
All materials share these base properties:
// Visibility
material.visible = true;
material.transparent = false;
material.opacity = 1.0;
material.alphaTest = 0; // Discard pixels with alpha < value
// Rendering
material.side = THREE.FrontSide; // FrontSide, BackSide, DoubleSide
material.depthTest = true;
material.depthWrite = true;
material.colorWrite = true;
// Blending
material.blending = THREE.NormalBlending;
// NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending, CustomBlending
// Stencil
material.stencilWrite = false;
material.stencilFunc = THREE.AlwaysStencilFunc;
material.stencilRef = 0;
material.stencilMask = 0xff;
// Polygon offset (z-fighting fix)
material.polygonOffset = false;
material.polygonOffsetFactor = 0;
material.polygonOffsetUnits = 0;
// Misc
material.dithering = false;
material.toneMapped = true;Multiple Materials
// Assign different materials to geometry groups
const geometry = new THREE.BoxGeometry(1, 1, 1);
const materials = [
new THREE.MeshBasicMaterial({ color: 0xff0000 }), // right
new THREE.MeshBasicMaterial({ color: 0x00ff00 }), // left
new THREE.MeshBasicMaterial({ color: 0x0000ff }), // top
new THREE.MeshBasicMaterial({ color: 0xffff00 }), // bottom
new THREE.MeshBasicMaterial({ color: 0xff00ff }), // front
new THREE.MeshBasicMaterial({ color: 0x00ffff }), // back
];
const mesh = new THREE.Mesh(geometry, materials);
// Custom groups
geometry.clearGroups();
geometry.addGroup(0, 6, 0); // start, count, materialIndex
geometry.addGroup(6, 6, 1);Environment Maps
// Load cube texture
const cubeLoader = new THREE.CubeTextureLoader();
const envMap = cubeLoader.load([
"px.jpg",
"nx.jpg", // positive/negative X
"py.jpg",
"ny.jpg", // positive/negative Y
"pz.jpg",
"nz.jpg", // positive/negative Z
]);
// Apply to material
material.envMap = envMap;
material.envMapIntensity = 1;
// Or set as scene environment (affects all PBR materials)
scene.environment = envMap;
// HDR environment (recommended)
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const rgbeLoader = new RGBELoader();
rgbeLoader.load("environment.hdr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
scene.background = texture;
});Material Cloning and Modification
// Clone material
const clone = material.clone();
clone.color.set(0x00ff00);
// Modify at runtime
material.color.set(0xff0000);
material.needsUpdate = true; // Only needed for some changes
// When needsUpdate is required:
// - Changing flat shading
// - Changing texture
// - Changing transparent
// - Custom shader code changesPerformance Tips
1. Reuse materials: Same material = batched draw calls 2. Avoid transparent when possible: Transparent materials require sorting 3. Use alphaTest instead of transparency: When applicable, faster 4. Choose simpler materials: Basic > Lambert > Phong > Standard > Physical 5. Limit active lights: Each light adds shader complexity
// Material pooling
const materialCache = new Map();
function getMaterial(color) {
const key = color.toString(16);
if (!materialCache.has(key)) {
materialCache.set(key, new THREE.MeshStandardMaterial({ color }));
}
return materialCache.get(key);
}
// Dispose when done
material.dispose();See Also
threejs-textures- Texture loading and configurationthreejs-shaders- Custom shader developmentthreejs-lighting- Light interaction with materials
Related skills
Forks & variants (1)
Threejs Materials has 1 known copy in the catalog totaling 353 installs. They canonicalize to this original listing.
- calesthio - 353 installs
How it compares
Pick threejs-materials over generic WebGL tutorials when agents need Three.js-specific material API patterns and type selection guidance.
FAQ
When should I use MeshStandardMaterial vs MeshPhysicalMaterial?
Use MeshStandardMaterial for most PBR cases (realistic materials with roughness/metalness). Use MeshPhysicalMaterial when you need advanced features: clearcoat (car paint), transmission (glass), iridescence (oil slicks), or anisotropy (brushed metal).
What textures do I need for physically-based rendering?
At minimum: color/albedo map. For high-quality PBR: add roughness map, metalness map, normal map (surface detail), ambient occlusion map (aoMap, needs uv2), and optionally emissive map and displacement map.
How do I fix flickering or z-fighting between overlapping materials?
Use polygonOffset on the material: set polygonOffset=true, polygonOffsetFactor=1, polygonOffsetUnits=1. Alternatively, use stencil testing or reorder geometry depth.
Is Threejs Materials safe to install?
skills.sh reports 3 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.