
R3f Materials
- 1k installs
- 105 repo stars
- Updated January 20, 2026
- enzed/r3f-skills
r3f-materials is an agent skill that applies correct PBR, Drei, and shader materials in React Three Fiber scenes for developers who need reliable 3D mesh styling and visual effects.
About
r3f-materials is a React Three Fiber materials reference skill for styling meshes with meshStandardMaterial PBR properties, @react-three/drei material helpers, and custom shader materials. It walks through Canvas setup with ambient and directional lights, roughness and metalness tuning, texture workflows, and visual effect patterns. Developers reach for r3f-materials when creating or updating 3D scenes, choosing between standard PBR and custom shaders, or debugging why a mesh looks flat or incorrect. The skill compresses material-type decisions into copy-paste TSX patterns instead of hunting Drei and three.js docs during scene iteration.
- Supports 8 core Three.js material types including meshStandardMaterial, meshPhysicalMaterial, and shaderMaterial
- Ready-to-use patterns for PBR materials, textures, transparency, and custom GLSL shaders
- Material property reference covering roughness, metalness, envMap, side, wireframe and lighting behavior
- Works natively with @react-three/fiber and drei helpers
R3f Materials by the numbers
- 1,008 all-time installs (skills.sh)
- +41 installs in the week ending Jul 28, 2026 (Skillselion tracking)
- Ranked #359 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)
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| Installs | 1k |
|---|---|
| repo stars | ★ 105 |
| Security audit | 3 / 3 scanners passed |
| Last updated | January 20, 2026 |
| Repository | enzed/r3f-skills ↗ |
How do you set up PBR materials in React Three Fiber?
Quickly apply correct PBR, Drei, and shader materials when creating 3D scenes with React Three Fiber.
Who is it for?
Frontend developers building React Three Fiber 3D scenes who need correct PBR, Drei, or shader material patterns without deep three.js material API memorization.
Skip if: Projects using vanilla three.js without React Three Fiber, or teams needing physics, animation rigging, or geometry modeling guidance.
When should I use this skill?
User styles R3F meshes, asks about PBR roughness/metalness, Drei materials, shader materials, textures, or visual effects in a Canvas scene.
What you get
TSX scene snippets with meshStandardMaterial, Drei materials, texture bindings, and shader material implementations.
- PBR material TSX snippets
- shader material templates
Files
React Three Fiber Materials
Quick Start
import { Canvas } from '@react-three/fiber'
function Scene() {
return (
<Canvas>
<ambientLight intensity={0.5} />
<directionalLight position={[5, 5, 5]} />
<mesh>
<boxGeometry />
<meshStandardMaterial
color="hotpink"
roughness={0.5}
metalness={0.5}
/>
</mesh>
</Canvas>
)
}Material Types Overview
| Material | Use Case | Lighting |
|---|---|---|
| meshBasicMaterial | Unlit, flat colors | No |
| meshLambertMaterial | Matte surfaces, fast | Yes (diffuse) |
| meshPhongMaterial | Shiny, specular | Yes |
| meshStandardMaterial | PBR, realistic | Yes (PBR) |
| meshPhysicalMaterial | Advanced PBR | Yes (PBR+) |
| meshToonMaterial | Cel-shaded | Yes (toon) |
| meshNormalMaterial | Debug normals | No |
| shaderMaterial | Custom GLSL | Custom |
meshBasicMaterial
No lighting calculations. Always visible, fast.
<mesh>
<boxGeometry />
<meshBasicMaterial
color="red"
transparent
opacity={0.5}
side={THREE.DoubleSide} // FrontSide, BackSide, DoubleSide
wireframe={false}
map={colorTexture}
alphaMap={alphaTexture}
envMap={envTexture}
fog={true}
/>
</mesh>meshStandardMaterial (PBR)
Physically-based rendering. Recommended for realistic results.
import { useTexture } from '@react-three/drei'
import * as THREE from 'three'
function PBRMesh() {
// Load PBR texture set
const [colorMap, normalMap, roughnessMap, metalnessMap, aoMap] = useTexture([
'/textures/color.jpg',
'/textures/normal.jpg',
'/textures/roughness.jpg',
'/textures/metalness.jpg',
'/textures/ao.jpg',
])
return (
<mesh>
<sphereGeometry args={[1, 64, 64]} />
<meshStandardMaterial
// Base color
color="#ffffff"
map={colorMap}
// PBR properties
roughness={1} // 0 = mirror, 1 = diffuse
roughnessMap={roughnessMap}
metalness={0} // 0 = dielectric, 1 = metal
metalnessMap={metalnessMap}
// Surface detail
normalMap={normalMap}
normalScale={[1, 1]}
// Ambient occlusion (requires uv2)
aoMap={aoMap}
aoMapIntensity={1}
// Emissive
emissive="#000000"
emissiveIntensity={1}
emissiveMap={emissiveTexture}
// Environment
envMap={envTexture}
envMapIntensity={1}
// Other
flatShading={false}
fog={true}
transparent={false}
/>
</mesh>
)
}meshPhysicalMaterial (Advanced PBR)
Extends Standard with clearcoat, transmission, sheen, etc.
// Glass material
function Glass() {
return (
<mesh>
<sphereGeometry args={[1, 64, 64]} />
<meshPhysicalMaterial
color="#ffffff"
metalness={0}
roughness={0}
transmission={1} // 0 = opaque, 1 = fully transparent
thickness={0.5} // Volume thickness for refraction
ior={1.5} // Index of refraction (glass ~1.5)
envMapIntensity={1}
/>
</mesh>
)
}
// Car paint
function CarPaint() {
return (
<mesh>
<boxGeometry />
<meshPhysicalMaterial
color="#ff0000"
metalness={0.9}
roughness={0.5}
clearcoat={1} // Clearcoat layer strength
clearcoatRoughness={0.1} // Clearcoat roughness
/>
</mesh>
)
}
// Fabric/velvet (sheen)
function Fabric() {
return (
<mesh>
<sphereGeometry args={[1, 64, 64]} />
<meshPhysicalMaterial
color="#8844aa"
roughness={0.8}
sheen={1}
sheenRoughness={0.5}
sheenColor="#ff88ff"
/>
</mesh>
)
}
// Iridescent (soap bubbles)
function Iridescent() {
return (
<mesh>
<sphereGeometry args={[1, 64, 64]} />
<meshPhysicalMaterial
color="#ffffff"
iridescence={1}
iridescenceIOR={1.3}
iridescenceThicknessRange={[100, 400]}
/>
</mesh>
)
}Drei Special Materials
MeshReflectorMaterial
Realistic mirror-like reflections.
import { MeshReflectorMaterial } from '@react-three/drei'
function ReflectiveFloor() {
return (
<mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, -0.5, 0]}>
<planeGeometry args={[10, 10]} />
<MeshReflectorMaterial
blur={[400, 100]} // Blur amount [x, y]
resolution={1024} // Reflection resolution
mixBlur={1} // Mix blur with reflection
mixStrength={0.5} // Reflection strength
roughness={1}
depthScale={1.2}
minDepthThreshold={0.4}
maxDepthThreshold={1.4}
color="#333"
metalness={0.5}
mirror={0.5}
/>
</mesh>
)
}MeshWobbleMaterial
Animated wobble effect.
import { MeshWobbleMaterial } from '@react-three/drei'
function WobblyMesh() {
return (
<mesh>
<torusKnotGeometry args={[1, 0.4, 100, 16]} />
<MeshWobbleMaterial
factor={1} // Wobble amplitude
speed={2} // Wobble speed
color="hotpink"
metalness={0}
roughness={0.5}
/>
</mesh>
)
}MeshDistortMaterial
Perlin noise distortion.
import { MeshDistortMaterial } from '@react-three/drei'
function DistortedMesh() {
return (
<mesh>
<sphereGeometry args={[1, 64, 64]} />
<MeshDistortMaterial
distort={0.5} // Distortion amount
speed={2} // Animation speed
color="cyan"
roughness={0.2}
/>
</mesh>
)
}MeshTransmissionMaterial
Better glass/refractive materials.
import { MeshTransmissionMaterial } from '@react-three/drei'
function GlassSphere() {
return (
<mesh>
<sphereGeometry args={[1, 64, 64]} />
<MeshTransmissionMaterial
backside // Render backside
samples={16} // Refraction samples
resolution={1024} // Buffer resolution
transmission={1} // Transmission factor
roughness={0.0}
thickness={0.5} // Volume thickness
ior={1.5} // Index of refraction
chromaticAberration={0.06}
anisotropy={0.1}
distortion={0.0}
distortionScale={0.3}
temporalDistortion={0.5}
clearcoat={1}
attenuationDistance={0.5}
attenuationColor="#ffffff"
color="#c9ffa1"
/>
</mesh>
)
}MeshDiscardMaterial
Discard fragments - useful for shadows only.
import { MeshDiscardMaterial } from '@react-three/drei'
function ShadowOnlyMesh() {
return (
<mesh castShadow>
<boxGeometry />
<MeshDiscardMaterial /> {/* Invisible but casts shadows */}
</mesh>
)
}Points and Lines Materials
// Points material
<points>
<bufferGeometry />
<pointsMaterial
size={0.1}
sizeAttenuation={true}
color="white"
map={spriteTexture}
transparent
alphaTest={0.5}
vertexColors
/>
</points>
// Line materials
<line>
<bufferGeometry />
<lineBasicMaterial color="white" linewidth={1} />
</line>
<line>
<bufferGeometry />
<lineDashedMaterial
color="white"
dashSize={0.5}
gapSize={0.25}
scale={1}
/>
</line>Common Material Properties
All materials share these base properties:
<meshStandardMaterial
// Visibility
visible={true}
transparent={false}
opacity={1}
alphaTest={0} // Discard pixels with alpha < value
// Rendering
side={THREE.FrontSide} // FrontSide, BackSide, DoubleSide
depthTest={true}
depthWrite={true}
colorWrite={true}
// Blending
blending={THREE.NormalBlending}
// NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending
// Polygon offset (z-fighting fix)
polygonOffset={false}
polygonOffsetFactor={0}
polygonOffsetUnits={0}
// Misc
dithering={false}
toneMapped={true}
/>Dynamic Materials
Updating Material Properties
import { useRef } from 'react'
import { useFrame } from '@react-three/fiber'
function AnimatedMaterial() {
const materialRef = useRef()
useFrame(({ clock }) => {
const t = clock.elapsedTime
// Update color
materialRef.current.color.setHSL((t * 0.1) % 1, 1, 0.5)
// Update properties
materialRef.current.roughness = (Math.sin(t) + 1) / 2
})
return (
<mesh>
<boxGeometry />
<meshStandardMaterial ref={materialRef} />
</mesh>
)
}Shared Materials
import { useMemo } from 'react'
import * as THREE from 'three'
function SharedMaterial() {
// Create once, use many times
const material = useMemo(() =>
new THREE.MeshStandardMaterial({ color: 'red' }),
[])
return (
<>
<mesh position={[-2, 0, 0]} material={material}>
<boxGeometry />
</mesh>
<mesh position={[0, 0, 0]} material={material}>
<sphereGeometry />
</mesh>
<mesh position={[2, 0, 0]} material={material}>
<coneGeometry />
</mesh>
</>
)
}Multiple Materials
// Different materials per face (BoxGeometry has 6 material groups)
<mesh>
<boxGeometry />
<meshStandardMaterial attach="material-0" color="red" /> {/* +X */}
<meshStandardMaterial attach="material-1" color="green" /> {/* -X */}
<meshStandardMaterial attach="material-2" color="blue" /> {/* +Y */}
<meshStandardMaterial attach="material-3" color="yellow" />{/* -Y */}
<meshStandardMaterial attach="material-4" color="cyan" /> {/* +Z */}
<meshStandardMaterial attach="material-5" color="magenta" />{/* -Z */}
</mesh>Material with Textures
import { useTexture } from '@react-three/drei'
import * as THREE from 'three'
function TexturedMaterial() {
// Named object pattern (recommended)
const textures = useTexture({
map: '/textures/color.jpg',
normalMap: '/textures/normal.jpg',
roughnessMap: '/textures/roughness.jpg',
})
// Set texture properties
Object.values(textures).forEach(texture => {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping
texture.repeat.set(2, 2)
})
return (
<mesh>
<planeGeometry args={[5, 5]} />
<meshStandardMaterial {...textures} />
</mesh>
)
}Emissive Materials (Glow)
// For bloom effect, emissive colors should exceed normal range
<meshStandardMaterial
color="black"
emissive="#ff0000"
emissiveIntensity={2} // > 1 for bloom
toneMapped={false} // Required for colors > 1
/>
// With emissive map
<meshStandardMaterial
emissive="white"
emissiveMap={emissiveTexture}
emissiveIntensity={2}
toneMapped={false}
/>Environment Maps
import { useEnvironment } from '@react-three/drei'
function EnvMappedMaterial() {
const envMap = useEnvironment({ preset: 'sunset' })
return (
<mesh>
<sphereGeometry args={[1, 64, 64]} />
<meshStandardMaterial
metalness={1}
roughness={0}
envMap={envMap}
envMapIntensity={1}
/>
</mesh>
)
}Custom Shader Materials
See r3f-shaders for detailed shader material usage.
import { shaderMaterial } from '@react-three/drei'
import { extend } from '@react-three/fiber'
const CustomMaterial = shaderMaterial(
{ time: 0, color: new THREE.Color('hotpink') },
// Vertex shader
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
// Fragment shader
`
uniform float time;
uniform vec3 color;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(color * (sin(time + vUv.x * 10.0) * 0.5 + 0.5), 1.0);
}
`
)
extend({ CustomMaterial })
function CustomShaderMesh() {
const materialRef = useRef()
useFrame(({ clock }) => {
materialRef.current.time = clock.elapsedTime
})
return (
<mesh>
<boxGeometry />
<customMaterial ref={materialRef} />
</mesh>
)
}Performance Tips
1. Reuse materials: Same material instance = batched draw calls 2. Avoid transparent: Requires sorting, slower 3. Use alphaTest over transparent: When possible, faster 4. Simpler materials: Basic > Lambert > Phong > Standard > Physical 5. Limit texture sizes: 1024-2048 usually sufficient
// Material caching pattern
const materialCache = new Map()
function getCachedMaterial(color) {
const key = color.toString()
if (!materialCache.has(key)) {
materialCache.set(key, new THREE.MeshStandardMaterial({ color }))
}
return materialCache.get(key)
}See Also
r3f-textures- Texture loading and configurationr3f-shaders- Custom shader developmentr3f-lighting- Light interaction with materials
Related skills
FAQ
What material types does r3f-materials cover?
r3f-materials covers React Three Fiber PBR materials via meshStandardMaterial, @react-three/drei material helpers, custom shader materials, texture binding, and visual effect patterns inside Canvas scenes with standard lighting setup.
When should developers invoke r3f-materials?
Developers should invoke r3f-materials when styling meshes, creating custom materials, working with textures, or implementing visual effects in @react-three/fiber—especially when choosing between PBR, Drei, and shader approaches.
Is R3f 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.