From genjutsu
Provides guidance on Three.js and React Three Fiber for building 3D scenes, shaders, and postprocessing effects in React applications.
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/genjutsu:threejs-r3fThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
> 3D on the web. Three.js is the engine, R3F is the React renderer.
3D on the web. Three.js is the engine, R3F is the React renderer. Concise rules here. Deep-dive in
references/.
| Need | Tool | Why |
|---|---|---|
| Full 3D scene (models, lights, physics) | R3F + drei | Declarative, React-friendly, ecosystem |
| Vanilla 3D (no React) | Three.js direct | Lighter, no React overhead |
| Simple 3D transforms on UI | CSS transform3d | GPU-composited, no WebGL context |
| 2D particles / generative | Canvas 2D | Simpler API, less GPU overhead |
| Shader-only visuals (no scene graph) | Raw WebGL / ShaderMaterial | Maximum control, minimal abstraction |
import { Canvas } from '@react-three/fiber'
import { Environment, OrbitControls } from '@react-three/drei'
import { Suspense } from 'react'
<Canvas camera={{ position: [0, 2, 5], fov: 45 }} dpr={[1, 2]} gl={{ antialias: true }}>
<Suspense fallback={null}>
<Environment preset="studio" />
<OrbitControls makeDefault />
<Scene />
</Suspense>
</Canvas>
Rules:
<Suspense> -- loaders (GLTF, textures, HDRI) need itdpr={[1, 2]} to clamp pixel ratio (Retina without melting GPUs)| Hook | Purpose | Gotcha |
|---|---|---|
useFrame((state, delta) => {}) | Per-frame logic (animation, physics) | Never setState inside |
useThree() | Access gl, scene, camera, size, viewport, pointer | Destructure only what you need |
useLoader(TextureLoader, url) | Load any Three.js resource | Wrap parent in Suspense |
useGraph(scene) | Extract nodes/materials from loaded scene | Useful after useGLTF |
useFrame((state, delta) => {
// Use delta for framerate-independent animation
meshRef.current.rotation.y += delta * 0.5
// Access clock for time-based effects
material.uniforms.uTime.value = state.clock.elapsedTime
})
| Component | Use Case |
|---|---|
Environment | HDRI lighting (presets: studio, sunset, city, forest, dawn) |
Float | Idle floating animation (speed, rotationIntensity, floatIntensity) |
Text3D | Extruded 3D text (needs JSON font from Facetype.js) |
useGLTF | Load .glb/.gltf models (returns { nodes, materials, scene }) |
useGLTF.preload(url) | Preload model before component mounts |
MeshTransmissionMaterial | Glass/crystal/liquid refraction effects |
PresentationControls | Drag-to-rotate for product showcases |
Center | Auto-center any group of meshes |
Detailed | LOD -- swap geometry by camera distance |
useTexture | Load textures with Suspense support |
Instances | Declarative instancing for repeated meshes |
import { EffectComposer, Bloom, ChromaticAberration } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'
<EffectComposer>
<Bloom
luminanceThreshold={1}
luminanceSmoothing={0.4}
intensity={0.6}
/>
<ChromaticAberration
blendFunction={BlendFunction.NORMAL}
offset={[0.002, 0.002]}
/>
</EffectComposer>
Rules:
luminanceThreshold={1} = nothing glows unless explicitly emissive| Pattern | When |
|---|---|
<Instances> / InstancedMesh | 100+ identical meshes (particles, trees, crowds) |
<Detailed distances={[0, 50, 100]}> | LOD: swap hi/lo models by distance |
dispose={null} on <primitive> | Prevent auto-dispose when reusing shared geometry |
useGLTF + Draco | Compress .glb models (70-90% size reduction) |
useTexture + KTX2 | Compressed GPU textures (1/4 VRAM) |
frameloop="demand" on Canvas | Only render when something changes (static scenes) |
invalidate() from useThree | Trigger a render in demand mode |
Offscreen canvas (<Canvas eventSource={...}>) | Run rendering off main thread |
Target metrics: < 100 draw calls, < 1M triangles, 60fps on mid-range GPU.
Use stats-gl or r3f-perf to monitor.
Causes full React re-render 60x/second. Mutate refs directly.
// BAD
useFrame(() => {
setRotation(prev => prev + 0.01) // React re-render every frame
})
// GOOD
useFrame((_, delta) => {
meshRef.current.rotation.y += delta * 0.5 // Direct mutation, zero re-renders
})
new Vector3() per frame = GC spikes = stutter.
// BAD
useFrame((state) => {
const target = new THREE.Vector3(0, Math.sin(state.clock.elapsedTime), 0)
meshRef.current.position.copy(target)
})
// GOOD
const _target = useMemo(() => new THREE.Vector3(), [])
useFrame((state) => {
_target.set(0, Math.sin(state.clock.elapsedTime), 0)
meshRef.current.position.copy(_target)
})
Three.js textures, geometries, and materials live on the GPU. Unmounting a React component does NOT free them.
// BAD -- texture stays in VRAM after unmount
const texture = useLoader(TextureLoader, '/big-texture.jpg')
// GOOD -- R3F auto-disposes when using JSX primitives
// For manual resources, dispose in cleanup:
useEffect(() => {
return () => {
texture.dispose()
geometry.dispose()
material.dispose()
}
}, [])
State changes in the parent force the entire Canvas to remount = flash, lost state, reloaded assets.
// BAD
function App() {
const [uiState, setUiState] = useState(false) // re-renders remount Canvas
return (
<>
<button onClick={() => setUiState(!uiState)}>Toggle</button>
<Canvas><Scene config={uiState} /></Canvas>
</>
)
}
// GOOD -- isolate Canvas in its own component
function App() {
return (
<>
<UI />
<SceneCanvas />
</>
)
}
Loaders (useGLTF, useTexture, useLoader) throw promises. Without Suspense, you get crashes.
// BAD
<Canvas>
<Model /> {/* useGLTF inside -- will throw */}
</Canvas>
// GOOD
<Canvas>
<Suspense fallback={<Loader />}>
<Model />
</Suspense>
</Canvas>
| Need | Load |
|---|---|
| Scene boilerplate, lighting rigs, controls | references/scene-setup.md |
| Custom shaders, GLSL patterns, uniforms | references/shaders.md |
| Animation principles, easing, timing | ../motion-principles/SKILL.md |
| GSAP + Three.js integration | ../gsap/SKILL.md |
npx claudepluginhub athevon/genjutsu --plugin genjutsuBuild declarative 3D scenes with React Three Fiber in React apps using JSX components for Three.js objects. For interactive configurators, games, portfolios, and data viz.
Builds 3D web experiences with Three.js and React Three Fiber. Covers scene setup, Drei helpers, asset loading, responsive canvas, and physics integration.
Build interactive 3D scenes in React using react-three-fiber, drei helpers, animations, reusable components, and performance patterns like instanced meshes.