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R3f Geometry

  • 1k installs
  • 105 repo stars
  • Updated January 20, 2026
  • enzed/r3f-skills

r3f-geometry is a React Three Fiber skill that generates and optimizes 3D geometries, meshes, instanced rendering, and point clouds for developers building WebGL scenes in React.

About

r3f-geometry is a focused skill from the r3f-skills collection that teaches AI agents to compose Three.js geometries as JSX inside @react-three/fiber Canvas scenes, including boxGeometry, custom BufferGeometry, Drei instanced meshes, lines, and point clouds. Developers reach for it when prototyping 3D product viewers, data visualizations, or WebGL game assets without hand-rolling raw Three.js boilerplate. The skill documents the args prop pattern for geometry constructors, material pairing, and instanced rendering optimizations for scenes with many repeated objects. It pairs naturally with other r3f-skills for lighting, animation, and post-processing once base geometry is in place.

  • All Three.js geometries available as JSX elements with args prop
  • Built-in support for Box, Sphere, Plane, Circle, Cylinder and other primitives
  • BufferGeometry workflows for custom meshes and point clouds
  • Instancing recipes using Drei for high-performance rendering
  • Ready-to-use patterns for lines, shapes, and subdivided surfaces

R3f Geometry by the numbers

  • 1,031 all-time installs (skills.sh)
  • +37 installs in the week ending Jul 28, 2026 (Skillselion tracking)
  • Ranked #356 of 2,277 Frontend Development skills by installs in the Skillselion catalog
  • Security screen: MEDIUM risk (skills.sh audit)
  • Data as of Jul 28, 2026 (Skillselion catalog sync)
npx skills add https://github.com/enzed/r3f-skills --skill r3f-geometry

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Last updatedJanuary 20, 2026
Repositoryenzed/r3f-skills

How do you create 3D geometry in React Three Fiber?

Quickly generate and optimize 3D geometries, meshes, instancing, and point clouds inside React Three Fiber scenes.

Who is it for?

React developers adding WebGL 3D shapes, instanced objects, or point clouds to @react-three/fiber applications.

Skip if: Backend API work or teams building 2D-only React UIs with no Three.js dependency.

When should I use this skill?

A developer is creating 3D shapes, custom meshes, instanced objects, lines, or point clouds inside a React Three Fiber Canvas.

What you get

Working R3F JSX geometry components, instanced mesh setup, and optimized BufferGeometry or point-cloud scenes.

  • R3F geometry components
  • instanced mesh setup

Files

SKILL.mdMarkdownGitHub ↗

React Three Fiber Geometry

Quick Start

import { Canvas } from '@react-three/fiber'

function Scene() {
  return (
    <Canvas>
      <ambientLight />
      <mesh position={[0, 0, 0]}>
        <boxGeometry args={[1, 1, 1]} />
        <meshStandardMaterial color="hotpink" />
      </mesh>
    </Canvas>
  )
}

Built-in Geometries

All Three.js geometries are available as JSX elements. The args prop passes constructor arguments.

Basic Shapes

// BoxGeometry(width, height, depth, widthSegments, heightSegments, depthSegments)
<boxGeometry args={[1, 1, 1]} />
<boxGeometry args={[2, 1, 0.5, 2, 2, 2]} />

// SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength)
<sphereGeometry args={[1, 32, 32]} />
<sphereGeometry args={[1, 64, 64]} />  // High quality
<sphereGeometry args={[1, 32, 32, 0, Math.PI]} />  // Hemisphere

// PlaneGeometry(width, height, widthSegments, heightSegments)
<planeGeometry args={[10, 10]} />
<planeGeometry args={[10, 10, 32, 32]} />  // Subdivided for displacement

// CircleGeometry(radius, segments, thetaStart, thetaLength)
<circleGeometry args={[1, 32]} />
<circleGeometry args={[1, 32, 0, Math.PI]} />  // Semicircle

// CylinderGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded)
<cylinderGeometry args={[1, 1, 2, 32]} />
<cylinderGeometry args={[0, 1, 2, 32]} />  // Cone
<cylinderGeometry args={[1, 1, 2, 6]} />   // Hexagonal prism

// ConeGeometry(radius, height, radialSegments, heightSegments, openEnded)
<coneGeometry args={[1, 2, 32]} />

// TorusGeometry(radius, tube, radialSegments, tubularSegments, arc)
<torusGeometry args={[1, 0.4, 16, 100]} />

// TorusKnotGeometry(radius, tube, tubularSegments, radialSegments, p, q)
<torusKnotGeometry args={[1, 0.4, 100, 16, 2, 3]} />

// RingGeometry(innerRadius, outerRadius, thetaSegments, phiSegments)
<ringGeometry args={[0.5, 1, 32]} />

Advanced Shapes

// CapsuleGeometry(radius, length, capSegments, radialSegments)
<capsuleGeometry args={[0.5, 1, 4, 16]} />

// Polyhedrons
<dodecahedronGeometry args={[1, 0]} />  // radius, detail
<icosahedronGeometry args={[1, 0]} />
<octahedronGeometry args={[1, 0]} />
<tetrahedronGeometry args={[1, 0]} />

// Higher detail = more subdivisions
<icosahedronGeometry args={[1, 4]} />  // Approximates sphere

Path-Based Shapes

import * as THREE from 'three'

// LatheGeometry - revolve points around Y axis
function LatheShape() {
  const points = [
    new THREE.Vector2(0, 0),
    new THREE.Vector2(0.5, 0),
    new THREE.Vector2(0.5, 0.5),
    new THREE.Vector2(0.3, 1),
    new THREE.Vector2(0, 1),
  ]

  return (
    <mesh>
      <latheGeometry args={[points, 32]} />
      <meshStandardMaterial color="gold" side={THREE.DoubleSide} />
    </mesh>
  )
}

// TubeGeometry - extrude along a curve
function TubeShape() {
  const curve = new THREE.CatmullRomCurve3([
    new THREE.Vector3(-2, 0, 0),
    new THREE.Vector3(-1, 1, 0),
    new THREE.Vector3(1, -1, 0),
    new THREE.Vector3(2, 0, 0),
  ])

  return (
    <mesh>
      <tubeGeometry args={[curve, 64, 0.2, 8, false]} />
      <meshStandardMaterial color="blue" />
    </mesh>
  )
}

// ExtrudeGeometry - extrude a 2D shape
function ExtrudedShape() {
  const shape = new THREE.Shape()
  shape.moveTo(0, 0)
  shape.lineTo(1, 0)
  shape.lineTo(1, 1)
  shape.lineTo(0, 1)
  shape.lineTo(0, 0)

  const extrudeSettings = {
    steps: 2,
    depth: 0.5,
    bevelEnabled: true,
    bevelThickness: 0.1,
    bevelSize: 0.1,
    bevelSegments: 3,
  }

  return (
    <mesh>
      <extrudeGeometry args={[shape, extrudeSettings]} />
      <meshStandardMaterial color="purple" />
    </mesh>
  )
}

Drei Shape Helpers

@react-three/drei provides convenient shape components.

import {
  Box, Sphere, Plane, Circle, Cylinder, Cone,
  Torus, TorusKnot, Ring, Capsule, Dodecahedron,
  Icosahedron, Octahedron, Tetrahedron, RoundedBox
} from '@react-three/drei'

function DreiShapes() {
  return (
    <>
      {/* All shapes accept mesh props directly */}
      <Box args={[1, 1, 1]} position={[-3, 0, 0]}>
        <meshStandardMaterial color="red" />
      </Box>

      <Sphere args={[0.5, 32, 32]} position={[-1, 0, 0]}>
        <meshStandardMaterial color="blue" />
      </Sphere>

      <Cylinder args={[0.5, 0.5, 1, 32]} position={[1, 0, 0]}>
        <meshStandardMaterial color="green" />
      </Cylinder>

      {/* RoundedBox - box with rounded edges */}
      <RoundedBox
        args={[1, 1, 1]}      // width, height, depth
        radius={0.1}          // border radius
        smoothness={4}        // smoothness of rounded edges
        position={[3, 0, 0]}
      >
        <meshStandardMaterial color="orange" />
      </RoundedBox>
    </>
  )
}

Custom BufferGeometry

Basic Custom Geometry

import { useMemo, useRef } from 'react'
import * as THREE from 'three'

function CustomTriangle() {
  const geometry = useMemo(() => {
    const geo = new THREE.BufferGeometry()

    // Vertices (3 floats per vertex: x, y, z)
    const vertices = new Float32Array([
      -1, -1, 0,  // vertex 0
       1, -1, 0,  // vertex 1
       0,  1, 0,  // vertex 2
    ])

    // Normals (pointing toward camera)
    const normals = new Float32Array([
      0, 0, 1,
      0, 0, 1,
      0, 0, 1,
    ])

    // UVs
    const uvs = new Float32Array([
      0, 0,
      1, 0,
      0.5, 1,
    ])

    geo.setAttribute('position', new THREE.BufferAttribute(vertices, 3))
    geo.setAttribute('normal', new THREE.BufferAttribute(normals, 3))
    geo.setAttribute('uv', new THREE.BufferAttribute(uvs, 2))

    return geo
  }, [])

  return (
    <mesh geometry={geometry}>
      <meshStandardMaterial color="cyan" side={THREE.DoubleSide} />
    </mesh>
  )
}

Indexed Geometry

function CustomQuad() {
  const geometry = useMemo(() => {
    const geo = new THREE.BufferGeometry()

    // 4 vertices for a quad
    const vertices = new Float32Array([
      -1, -1, 0,  // 0: bottom-left
       1, -1, 0,  // 1: bottom-right
       1,  1, 0,  // 2: top-right
      -1,  1, 0,  // 3: top-left
    ])

    // Indices to form 2 triangles
    const indices = new Uint16Array([
      0, 1, 2,  // triangle 1
      0, 2, 3,  // triangle 2
    ])

    const normals = new Float32Array([
      0, 0, 1,  0, 0, 1,  0, 0, 1,  0, 0, 1,
    ])

    const uvs = new Float32Array([
      0, 0,  1, 0,  1, 1,  0, 1,
    ])

    geo.setAttribute('position', new THREE.BufferAttribute(vertices, 3))
    geo.setAttribute('normal', new THREE.BufferAttribute(normals, 3))
    geo.setAttribute('uv', new THREE.BufferAttribute(uvs, 2))
    geo.setIndex(new THREE.BufferAttribute(indices, 1))

    return geo
  }, [])

  return (
    <mesh geometry={geometry}>
      <meshStandardMaterial color="lime" side={THREE.DoubleSide} />
    </mesh>
  )
}

Dynamic Geometry

import { useRef } from 'react'
import { useFrame } from '@react-three/fiber'

function WavyPlane() {
  const meshRef = useRef()

  useFrame(({ clock }) => {
    const positions = meshRef.current.geometry.attributes.position
    const time = clock.elapsedTime

    for (let i = 0; i < positions.count; i++) {
      const x = positions.getX(i)
      const y = positions.getY(i)
      positions.setZ(i, Math.sin(x * 2 + time) * Math.cos(y * 2 + time) * 0.5)
    }

    positions.needsUpdate = true
    meshRef.current.geometry.computeVertexNormals()
  })

  return (
    <mesh ref={meshRef} rotation={[-Math.PI / 2, 0, 0]}>
      <planeGeometry args={[10, 10, 32, 32]} />
      <meshStandardMaterial color="royalblue" side={THREE.DoubleSide} />
    </mesh>
  )
}

Drei Instancing

Efficient rendering of many identical objects.

Instances Component

import { Instances, Instance } from '@react-three/drei'
import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'

function InstancedBoxes() {
  const count = 1000

  return (
    <Instances limit={count} range={count}>
      <boxGeometry args={[0.5, 0.5, 0.5]} />
      <meshStandardMaterial />

      {Array.from({ length: count }, (_, i) => (
        <AnimatedInstance key={i} index={i} />
      ))}
    </Instances>
  )
}

function AnimatedInstance({ index }) {
  const ref = useRef()

  // Random initial position
  const position = useMemo(() => [
    (Math.random() - 0.5) * 20,
    (Math.random() - 0.5) * 20,
    (Math.random() - 0.5) * 20,
  ], [])

  const color = useMemo(() =>
    ['red', 'blue', 'green', 'yellow', 'purple'][index % 5],
  [index])

  useFrame(({ clock }) => {
    const t = clock.elapsedTime
    ref.current.rotation.x = t + index
    ref.current.rotation.y = t * 0.5 + index
  })

  return (
    <Instance
      ref={ref}
      position={position}
      color={color}
      scale={0.5 + Math.random() * 0.5}
    />
  )
}

Merged Geometry

For static instances, merge geometry for best performance:

import { Merged } from '@react-three/drei'
import { useMemo } from 'react'
import * as THREE from 'three'

function MergedMeshes() {
  // Create geometries to merge
  const meshes = useMemo(() => ({
    Sphere: new THREE.SphereGeometry(0.5, 32, 32),
    Box: new THREE.BoxGeometry(1, 1, 1),
    Cone: new THREE.ConeGeometry(0.5, 1, 32),
  }), [])

  return (
    <Merged meshes={meshes}>
      {({ Sphere, Box, Cone }) => (
        <>
          <Sphere position={[-2, 0, 0]} color="red" />
          <Sphere position={[-2, 2, 0]} color="orange" />
          <Box position={[0, 0, 0]} color="blue" />
          <Box position={[0, 2, 0]} color="cyan" />
          <Cone position={[2, 0, 0]} color="green" />
          <Cone position={[2, 2, 0]} color="lime" />
        </>
      )}
    </Merged>
  )
}

Points (Particle Systems)

Basic Points

import { Points, Point, PointMaterial } from '@react-three/drei'

function ParticleField() {
  const count = 5000

  return (
    <Points limit={count}>
      <PointMaterial
        transparent
        vertexColors
        size={0.05}
        sizeAttenuation
        depthWrite={false}
      />
      {Array.from({ length: count }, (_, i) => (
        <Point
          key={i}
          position={[
            (Math.random() - 0.5) * 10,
            (Math.random() - 0.5) * 10,
            (Math.random() - 0.5) * 10,
          ]}
          color={`hsl(${Math.random() * 360}, 100%, 50%)`}
        />
      ))}
    </Points>
  )
}

Buffer-Based Points (High Performance)

import { useMemo, useRef } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'

function BufferParticles() {
  const count = 10000
  const pointsRef = useRef()

  const { positions, colors } = useMemo(() => {
    const positions = new Float32Array(count * 3)
    const colors = new Float32Array(count * 3)

    for (let i = 0; i < count; i++) {
      positions[i * 3] = (Math.random() - 0.5) * 10
      positions[i * 3 + 1] = (Math.random() - 0.5) * 10
      positions[i * 3 + 2] = (Math.random() - 0.5) * 10

      colors[i * 3] = Math.random()
      colors[i * 3 + 1] = Math.random()
      colors[i * 3 + 2] = Math.random()
    }

    return { positions, colors }
  }, [])

  useFrame(({ clock }) => {
    pointsRef.current.rotation.y = clock.elapsedTime * 0.1
  })

  return (
    <points ref={pointsRef}>
      <bufferGeometry>
        <bufferAttribute
          attach="attributes-position"
          count={count}
          array={positions}
          itemSize={3}
        />
        <bufferAttribute
          attach="attributes-color"
          count={count}
          array={colors}
          itemSize={3}
        />
      </bufferGeometry>
      <pointsMaterial size={0.05} vertexColors sizeAttenuation />
    </points>
  )
}

Lines

Basic Line

import { Line } from '@react-three/drei'

function BasicLine() {
  const points = [
    [0, 0, 0],
    [1, 1, 0],
    [2, 0, 0],
    [3, 1, 0],
  ]

  return (
    <Line
      points={points}
      color="red"
      lineWidth={2}
    />
  )
}

Curved Line

import { CatmullRomLine, QuadraticBezierLine, CubicBezierLine } from '@react-three/drei'

function CurvedLines() {
  return (
    <>
      {/* Smooth curve through points */}
      <CatmullRomLine
        points={[[0, 0, 0], [1, 1, 0], [2, 0, 0], [3, 1, 0]]}
        color="blue"
        lineWidth={2}
        segments={64}
      />

      {/* Quadratic bezier */}
      <QuadraticBezierLine
        start={[0, 0, 0]}
        mid={[1, 2, 0]}
        end={[2, 0, 0]}
        color="green"
        lineWidth={2}
      />

      {/* Cubic bezier */}
      <CubicBezierLine
        start={[0, 0, 0]}
        midA={[0.5, 2, 0]}
        midB={[1.5, -1, 0]}
        end={[2, 0, 0]}
        color="purple"
        lineWidth={2}
      />
    </>
  )
}

Dashed Line

<Line
  points={[[0, 0, 0], [5, 0, 0]]}
  color="white"
  lineWidth={2}
  dashed
  dashScale={50}
  dashSize={0.5}
  dashOffset={0}
  gapSize={0.2}
/>

Edges and Wireframe

import { Edges } from '@react-three/drei'

function BoxWithEdges() {
  return (
    <mesh>
      <boxGeometry />
      <meshStandardMaterial color="orange" />
      <Edges
        scale={1.1}
        threshold={15}  // Display edges with angle > 15 degrees
        color="black"
      />
    </mesh>
  )
}

// Wireframe material
function WireframeBox() {
  return (
    <mesh>
      <boxGeometry />
      <meshBasicMaterial color="cyan" wireframe />
    </mesh>
  )
}

Text Geometry

Using Drei Text3D

import { Text3D, Center } from '@react-three/drei'

function Text3DExample() {
  return (
    <Center>
      <Text3D
        font="/fonts/helvetiker_regular.typeface.json"
        size={1}
        height={0.2}
        curveSegments={12}
        bevelEnabled
        bevelThickness={0.02}
        bevelSize={0.02}
        bevelOffset={0}
        bevelSegments={5}
      >
        Hello R3F
        <meshStandardMaterial color="gold" />
      </Text3D>
    </Center>
  )
}

Geometry Utilities

Center Geometry

import { Center } from '@react-three/drei'

function CenteredModel() {
  return (
    <Center>
      <mesh>
        <boxGeometry args={[2, 1, 0.5]} />
        <meshStandardMaterial />
      </mesh>
    </Center>
  )
}

// With options
<Center top left>  {/* Align to top-left */}
  <Model />
</Center>

// Get bounding info
<Center onCentered={({ width, height, depth, boundingBox }) => {
  console.log('Dimensions:', width, height, depth)
}}>
  <Model />
</Center>

Compute Bounds

import { useBounds, Bounds } from '@react-three/drei'

function FitToView() {
  return (
    <Bounds fit clip observe margin={1.2}>
      <SelectToZoom />
    </Bounds>
  )
}

function SelectToZoom() {
  const bounds = useBounds()

  return (
    <mesh
      onClick={(e) => {
        e.stopPropagation()
        bounds.refresh(e.object).fit()
      }}
    >
      <boxGeometry />
      <meshStandardMaterial />
    </mesh>
  )
}

Performance Tips

1. Reuse geometries: Same geometry instance = better batching 2. Use Instances: For many identical objects 3. Merge static meshes: Use <Merged> for static scenes 4. Appropriate segment counts: Balance quality vs performance 5. Dispose unused geometry: R3F handles this automatically

// Good segment counts
<sphereGeometry args={[1, 32, 32]} />   // Standard quality
<sphereGeometry args={[1, 64, 64]} />   // High quality
<sphereGeometry args={[1, 16, 16]} />   // Performance mode

// Reuse geometry
const sharedGeometry = useMemo(() => new THREE.BoxGeometry(), [])

<mesh geometry={sharedGeometry} position={[0, 0, 0]} />
<mesh geometry={sharedGeometry} position={[2, 0, 0]} />
<mesh geometry={sharedGeometry} position={[4, 0, 0]} />

See Also

  • r3f-fundamentals - JSX elements and refs
  • r3f-materials - Materials for meshes
  • r3f-shaders - Custom vertex manipulation

Related skills

How it compares

Pick this over generic Three.js guides when you need JSX-native geometry patterns specific to @react-three/fiber and Drei instancing.

FAQ

What geometries does r3f-geometry cover?

r3f-geometry covers all built-in Three.js geometries as JSX elements, custom BufferGeometry, Drei instanced meshes, lines, and point clouds inside @react-three/fiber Canvas scenes.

When should I use r3f-geometry?

Use r3f-geometry when creating 3D shapes, custom meshes, instanced objects, or point clouds in React Three Fiber and you want agent-guided patterns instead of raw Three.js docs.

Is R3f Geometry safe to install?

skills.sh reports 3 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.

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