From enzed-r3f-skills
Covers React Three Fiber materials: PBR, Drei, shader materials, and material properties. Use when styling meshes, creating custom materials, working with textures, or implementing visual effects.
How this skill is triggered — by the user, by Claude, or both
Slash command
/enzed-r3f-skills:r3f-materialsThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
```tsx
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 | 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 |
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>
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>
)
}
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>
)
}
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>
)
}
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>
)
}
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>
)
}
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>
)
}
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 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>
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}
/>
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>
)
}
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>
</>
)
}
// 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>
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>
)
}
// 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}
/>
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>
)
}
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>
)
}
// 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)
}
r3f-textures - Texture loading and configurationr3f-shaders - Custom shader developmentr3f-lighting - Light interaction with materialsnpx claudepluginhub enzed/r3f-skillsCovers Three.js materials: MeshBasic, Lambert, Phong, Standard, Physical, Toon, shaders, properties for meshes, textures, lighting, performance optimization.
Provides reference and examples for Three.js material types: PBR, basic, phong, shader, and physical materials. Useful for styling meshes, working with textures, and optimizing material performance.
Creates custom GLSL vertex and fragment shaders in React Three Fiber using shaderMaterial, uniforms, and useFrame for animated visual effects and material extensions.