From enzed-r3f-skills
Loads and configures textures in React Three Fiber using @react-three/drei's useTexture hook. Handles single/multiple PBR sets, cubemaps, HDR env maps, preloading, and optimization.
npx claudepluginhub joshuarweaver/cascade-code-languages-misc-1 --plugin enzed-r3f-skillsThis skill uses the workspace's default tool permissions.
```tsx
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Checks Next.js compilation errors using a running Turbopack dev server after code edits. Fixes actionable issues before reporting complete. Replaces `next build`.
import { Canvas } from '@react-three/fiber'
import { useTexture } from '@react-three/drei'
function TexturedBox() {
const texture = useTexture('/textures/wood.jpg')
return (
<mesh>
<boxGeometry />
<meshStandardMaterial map={texture} />
</mesh>
)
}
export default function App() {
return (
<Canvas>
<ambientLight />
<TexturedBox />
</Canvas>
)
}
The recommended way to load textures in R3F.
import { useTexture } from '@react-three/drei'
function SingleTexture() {
const texture = useTexture('/textures/color.jpg')
return (
<mesh>
<planeGeometry args={[5, 5]} />
<meshBasicMaterial map={texture} />
</mesh>
)
}
function MultipleTextures() {
const [colorMap, normalMap, roughnessMap] = useTexture([
'/textures/color.jpg',
'/textures/normal.jpg',
'/textures/roughness.jpg',
])
return (
<mesh>
<sphereGeometry args={[1, 64, 64]} />
<meshStandardMaterial
map={colorMap}
normalMap={normalMap}
roughnessMap={roughnessMap}
/>
</mesh>
)
}
function PBRTextures() {
// Named object automatically spreads to material
const textures = useTexture({
map: '/textures/color.jpg',
normalMap: '/textures/normal.jpg',
roughnessMap: '/textures/roughness.jpg',
metalnessMap: '/textures/metalness.jpg',
aoMap: '/textures/ao.jpg',
displacementMap: '/textures/displacement.jpg',
})
return (
<mesh>
<sphereGeometry args={[1, 64, 64]} />
<meshStandardMaterial
{...textures}
displacementScale={0.1}
/>
</mesh>
)
}
import { useTexture } from '@react-three/drei'
import * as THREE from 'three'
function ConfiguredTextures() {
const textures = useTexture({
map: '/textures/color.jpg',
normalMap: '/textures/normal.jpg',
}, (textures) => {
// Configure textures after loading
Object.values(textures).forEach(texture => {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping
texture.repeat.set(4, 4)
})
})
return (
<mesh>
<planeGeometry args={[10, 10]} />
<meshStandardMaterial {...textures} />
</mesh>
)
}
import { useTexture } from '@react-three/drei'
// Preload at module level
useTexture.preload('/textures/hero.jpg')
useTexture.preload(['/tex1.jpg', '/tex2.jpg'])
function Component() {
// Will be instant if preloaded
const texture = useTexture('/textures/hero.jpg')
}
For more control over loading.
import { useLoader } from '@react-three/fiber'
import { TextureLoader } from 'three'
function WithUseLoader() {
const texture = useLoader(TextureLoader, '/textures/color.jpg')
// Multiple textures
const [color, normal] = useLoader(TextureLoader, [
'/textures/color.jpg',
'/textures/normal.jpg',
])
return (
<mesh>
<boxGeometry />
<meshStandardMaterial map={color} normalMap={normal} />
</mesh>
)
}
// Preload
useLoader.preload(TextureLoader, '/textures/color.jpg')
import * as THREE from 'three'
function ConfigureWrapping() {
const texture = useTexture('/textures/tile.jpg', (tex) => {
// Wrapping
tex.wrapS = THREE.RepeatWrapping // Horizontal: ClampToEdgeWrapping, RepeatWrapping, MirroredRepeatWrapping
tex.wrapT = THREE.RepeatWrapping // Vertical
// Repeat
tex.repeat.set(4, 4) // Tile 4x4
// Offset
tex.offset.set(0.5, 0.5) // Shift UV
// Rotation
tex.rotation = Math.PI / 4 // Rotate 45 degrees
tex.center.set(0.5, 0.5) // Rotation pivot
})
return (
<mesh>
<planeGeometry args={[10, 10]} />
<meshStandardMaterial map={texture} />
</mesh>
)
}
function ConfigureFiltering() {
const texture = useTexture('/textures/color.jpg', (tex) => {
// Minification (texture larger than screen pixels)
tex.minFilter = THREE.LinearMipmapLinearFilter // Smooth with mipmaps (default)
tex.minFilter = THREE.NearestFilter // Pixelated
tex.minFilter = THREE.LinearFilter // Smooth, no mipmaps
// Magnification (texture smaller than screen pixels)
tex.magFilter = THREE.LinearFilter // Smooth (default)
tex.magFilter = THREE.NearestFilter // Pixelated (retro style)
// Anisotropic filtering (sharper at angles)
tex.anisotropy = 16 // Usually renderer.capabilities.getMaxAnisotropy()
// Generate mipmaps
tex.generateMipmaps = true // Default
})
}
Important for accurate colors.
function ConfigureColorSpace() {
const [colorMap, normalMap, roughnessMap] = useTexture([
'/textures/color.jpg',
'/textures/normal.jpg',
'/textures/roughness.jpg',
], (textures) => {
// Color/albedo textures should use sRGB
textures[0].colorSpace = THREE.SRGBColorSpace
// Data textures (normal, roughness, metalness, ao) use Linear
// This is the default, so usually no action needed
// textures[1].colorSpace = THREE.LinearSRGBColorSpace
// textures[2].colorSpace = THREE.LinearSRGBColorSpace
})
}
import { useEnvironment, Environment } from '@react-three/drei'
// Use as texture
function EnvMappedSphere() {
const envMap = useEnvironment({ preset: 'sunset' })
return (
<mesh>
<sphereGeometry args={[1, 64, 64]} />
<meshStandardMaterial
metalness={1}
roughness={0}
envMap={envMap}
/>
</mesh>
)
}
// Or use Environment component for scene-wide
function Scene() {
return (
<>
<Environment preset="sunset" background />
<Mesh />
</>
)
}
import { useEnvironment } from '@react-three/drei'
function HDREnvironment() {
const envMap = useEnvironment({ files: '/hdri/studio.hdr' })
return (
<mesh>
<sphereGeometry args={[1, 64, 64]} />
<meshStandardMaterial
metalness={1}
roughness={0}
envMap={envMap}
envMapIntensity={1}
/>
</mesh>
)
}
import { useCubeTexture } from '@react-three/drei'
function CubeMapTexture() {
const envMap = useCubeTexture(
['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],
{ path: '/textures/cube/' }
)
return (
<mesh>
<sphereGeometry args={[1, 64, 64]} />
<meshStandardMaterial envMap={envMap} metalness={1} roughness={0} />
</mesh>
)
}
import { useVideoTexture } from '@react-three/drei'
function VideoPlane() {
const texture = useVideoTexture('/videos/sample.mp4', {
start: true,
loop: true,
muted: true,
})
return (
<mesh>
<planeGeometry args={[16, 9].map(x => x * 0.5)} />
<meshBasicMaterial map={texture} toneMapped={false} />
</mesh>
)
}
import { useRef, useEffect } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'
function CanvasTexture() {
const meshRef = useRef()
const textureRef = useRef()
useEffect(() => {
const canvas = document.createElement('canvas')
canvas.width = 256
canvas.height = 256
const ctx = canvas.getContext('2d')
// Draw on canvas
ctx.fillStyle = 'red'
ctx.fillRect(0, 0, 256, 256)
ctx.fillStyle = 'white'
ctx.font = '48px Arial'
ctx.fillText('Hello', 50, 150)
textureRef.current = new THREE.CanvasTexture(canvas)
}, [])
// Update texture dynamically
useFrame(({ clock }) => {
if (textureRef.current) {
const canvas = textureRef.current.image
const ctx = canvas.getContext('2d')
ctx.fillStyle = `hsl(${clock.elapsedTime * 50}, 100%, 50%)`
ctx.fillRect(0, 0, 256, 256)
textureRef.current.needsUpdate = true
}
})
return (
<mesh ref={meshRef}>
<planeGeometry args={[2, 2]} />
<meshBasicMaterial map={textureRef.current} />
</mesh>
)
}
import { useMemo } from 'react'
import * as THREE from 'three'
function NoiseTexture() {
const texture = useMemo(() => {
const size = 256
const data = new Uint8Array(size * size * 4)
for (let i = 0; i < size * size; i++) {
const value = Math.random() * 255
data[i * 4] = value
data[i * 4 + 1] = value
data[i * 4 + 2] = value
data[i * 4 + 3] = 255
}
const texture = new THREE.DataTexture(data, size, size)
texture.needsUpdate = true
return texture
}, [])
return (
<mesh>
<planeGeometry args={[2, 2]} />
<meshBasicMaterial map={texture} />
</mesh>
)
}
Render to texture.
import { useFBO } from '@react-three/drei'
import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'
function RenderToTexture() {
const fbo = useFBO(512, 512)
const meshRef = useRef()
const otherSceneRef = useRef()
useFrame(({ gl, camera }) => {
// Render other scene to FBO
gl.setRenderTarget(fbo)
gl.render(otherSceneRef.current, camera)
gl.setRenderTarget(null)
})
return (
<>
{/* Scene to render to texture */}
<group ref={otherSceneRef}>
<mesh position={[0, 0, -5]}>
<sphereGeometry args={[1, 32, 32]} />
<meshStandardMaterial color="red" />
</mesh>
</group>
{/* Display the texture */}
<mesh ref={meshRef}>
<planeGeometry args={[4, 4]} />
<meshBasicMaterial map={fbo.texture} />
</mesh>
</>
)
}
import { useTexture } from '@react-three/drei'
import { useState } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'
function SpriteAnimation() {
const texture = useTexture('/textures/spritesheet.png')
const [frame, setFrame] = useState(0)
// Configure texture
texture.wrapS = texture.wrapT = THREE.ClampToEdgeWrapping
texture.repeat.set(1/4, 1/4) // 4x4 sprite sheet
useFrame(({ clock }) => {
const newFrame = Math.floor(clock.elapsedTime * 10) % 16
if (newFrame !== frame) {
setFrame(newFrame)
const col = newFrame % 4
const row = Math.floor(newFrame / 4)
texture.offset.set(col / 4, 1 - (row + 1) / 4)
}
})
return (
<mesh>
<planeGeometry args={[1, 1]} />
<meshBasicMaterial map={texture} transparent />
</mesh>
)
}
<meshStandardMaterial
// Base color (sRGB)
map={colorTexture}
// Surface detail (Linear)
normalMap={normalTexture}
normalScale={[1, 1]}
// Roughness (Linear, grayscale)
roughnessMap={roughnessTexture}
roughness={1} // Multiplier
// Metalness (Linear, grayscale)
metalnessMap={metalnessTexture}
metalness={1} // Multiplier
// Ambient Occlusion (Linear, requires uv2)
aoMap={aoTexture}
aoMapIntensity={1}
// Self-illumination (sRGB)
emissiveMap={emissiveTexture}
emissive="#ffffff"
emissiveIntensity={1}
// Vertex displacement (Linear)
displacementMap={displacementTexture}
displacementScale={0.1}
displacementBias={0}
// Alpha (Linear)
alphaMap={alphaTexture}
transparent={true}
// Environment reflection
envMap={envTexture}
envMapIntensity={1}
// Lightmap (requires uv2)
lightMap={lightmapTexture}
lightMapIntensity={1}
/>
import { useEffect, useRef } from 'react'
function MeshWithUV2() {
const meshRef = useRef()
useEffect(() => {
// Copy uv to uv2 for aoMap/lightMap
const geometry = meshRef.current.geometry
geometry.setAttribute('uv2', geometry.attributes.uv)
}, [])
return (
<mesh ref={meshRef}>
<boxGeometry />
<meshStandardMaterial
aoMap={aoTexture}
aoMapIntensity={1}
/>
</mesh>
)
}
import { Suspense } from 'react'
import { useTexture } from '@react-three/drei'
function TexturedMesh() {
const texture = useTexture('/textures/large.jpg')
return (
<mesh>
<boxGeometry />
<meshStandardMaterial map={texture} />
</mesh>
)
}
function Fallback() {
return (
<mesh>
<boxGeometry />
<meshBasicMaterial color="gray" wireframe />
</mesh>
)
}
function Scene() {
return (
<Suspense fallback={<Fallback />}>
<TexturedMesh />
</Suspense>
)
}
// Preload critical textures
useTexture.preload('/textures/hero.jpg')
// Check texture memory
useFrame(({ gl }) => {
console.log('Textures:', gl.info.memory.textures)
})
// Dispose unused textures (R3F usually handles this)
texture.dispose()
r3f-materials - Applying textures to materialsr3f-loaders - Asset loading patternsr3f-shaders - Custom texture sampling