threejs-materials
Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance.
What this skill does
# Three.js Materials
## Quick Start
```javascript
import * as THREE from "three";
// PBR material (recommended for realistic rendering)
const material = new THREE.MeshStandardMaterial({
color: 0x00ff00,
roughness: 0.5,
metalness: 0.5,
});
const mesh = new THREE.Mesh(geometry, material);
```
## Material Types Overview
| Material | Use Case | Lighting |
| -------------------- | ------------------------------------- | ------------------ |
| MeshBasicMaterial | Unlit, flat colors, wireframes | No |
| MeshLambertMaterial | Matte surfaces, performance | Yes (diffuse only) |
| MeshPhongMaterial | Shiny surfaces, specular highlights | Yes |
| MeshStandardMaterial | PBR, realistic materials | Yes (PBR) |
| MeshPhysicalMaterial | Advanced PBR, clearcoat, transmission | Yes (PBR+) |
| MeshToonMaterial | Cel-shaded, cartoon look | Yes (toon) |
| MeshNormalMaterial | Debug normals | No |
| MeshDepthMaterial | Depth visualization | No |
| ShaderMaterial | Custom GLSL shaders | Custom |
| RawShaderMaterial | Full shader control | Custom |
## MeshBasicMaterial
No lighting calculations. Fast, always visible.
```javascript
const material = new THREE.MeshBasicMaterial({
color: 0xff0000,
transparent: true,
opacity: 0.5,
side: THREE.DoubleSide, // FrontSide, BackSide, DoubleSide
wireframe: false,
map: texture, // Color/diffuse texture
alphaMap: alphaTexture, // Transparency texture
envMap: envTexture, // Reflection texture
reflectivity: 1, // Env map intensity
fog: true, // Affected by scene fog
});
```
## MeshLambertMaterial
Diffuse-only lighting. Fast, no specular highlights.
```javascript
const material = new THREE.MeshLambertMaterial({
color: 0x00ff00,
emissive: 0x111111, // Self-illumination color
emissiveIntensity: 1,
map: texture,
emissiveMap: emissiveTexture,
envMap: envTexture,
reflectivity: 0.5,
});
```
## MeshPhongMaterial
Specular highlights. Good for shiny, plastic-like surfaces.
```javascript
const material = new THREE.MeshPhongMaterial({
color: 0x0000ff,
specular: 0xffffff, // Highlight color
shininess: 100, // Highlight sharpness (0-1000)
emissive: 0x000000,
flatShading: false, // Flat vs smooth shading
map: texture,
specularMap: specTexture, // Per-pixel shininess
normalMap: normalTexture,
normalScale: new THREE.Vector2(1, 1),
bumpMap: bumpTexture,
bumpScale: 1,
displacementMap: dispTexture,
displacementScale: 1,
});
```
## MeshStandardMaterial (PBR)
Physically-based rendering. Recommended for realistic results.
```javascript
const material = new THREE.MeshStandardMaterial({
color: 0xffffff,
roughness: 0.5, // 0 = mirror, 1 = diffuse
metalness: 0.0, // 0 = dielectric, 1 = metal
// Textures
map: colorTexture, // Albedo/base color
roughnessMap: roughTexture, // Per-pixel roughness
metalnessMap: metalTexture, // Per-pixel metalness
normalMap: normalTexture, // Surface detail
normalScale: new THREE.Vector2(1, 1),
aoMap: aoTexture, // Ambient occlusion (uses uv2!)
aoMapIntensity: 1,
displacementMap: dispTexture, // Vertex displacement
displacementScale: 0.1,
displacementBias: 0,
// Emissive
emissive: 0x000000,
emissiveIntensity: 1,
emissiveMap: emissiveTexture,
// Environment
envMap: envTexture,
envMapIntensity: 1,
// Other
flatShading: false,
wireframe: false,
fog: true,
});
// Note: aoMap requires second UV channel
geometry.setAttribute("uv2", geometry.attributes.uv);
```
## MeshPhysicalMaterial (Advanced PBR)
Extends MeshStandardMaterial with advanced features.
```javascript
const material = new THREE.MeshPhysicalMaterial({
// All MeshStandardMaterial properties plus:
// Clearcoat (car paint, lacquer)
clearcoat: 1.0, // 0-1 clearcoat layer strength
clearcoatRoughness: 0.1,
clearcoatMap: ccTexture,
clearcoatRoughnessMap: ccrTexture,
clearcoatNormalMap: ccnTexture,
clearcoatNormalScale: new THREE.Vector2(1, 1),
// Transmission (glass, water)
transmission: 1.0, // 0 = opaque, 1 = fully transparent
transmissionMap: transTexture,
thickness: 0.5, // Volume thickness for refraction
thicknessMap: thickTexture,
attenuationDistance: 1, // Absorption distance
attenuationColor: new THREE.Color(0xffffff),
// Refraction
ior: 1.5, // Index of refraction (1-2.333)
// Sheen (fabric, velvet)
sheen: 1.0,
sheenRoughness: 0.5,
sheenColor: new THREE.Color(0xffffff),
sheenColorMap: sheenTexture,
sheenRoughnessMap: sheenRoughTexture,
// Iridescence (soap bubbles, oil slicks)
iridescence: 1.0,
iridescenceIOR: 1.3,
iridescenceThicknessRange: [100, 400],
iridescenceMap: iridTexture,
iridescenceThicknessMap: iridThickTexture,
// Anisotropy (brushed metal)
anisotropy: 1.0,
anisotropyRotation: 0,
anisotropyMap: anisoTexture,
// Specular
specularIntensity: 1,
specularColor: new THREE.Color(0xffffff),
specularIntensityMap: specIntTexture,
specularColorMap: specColorTexture,
});
```
### Glass Material Example
```javascript
const glass = new THREE.MeshPhysicalMaterial({
color: 0xffffff,
metalness: 0,
roughness: 0,
transmission: 1,
thickness: 0.5,
ior: 1.5,
envMapIntensity: 1,
});
```
### Car Paint Example
```javascript
const carPaint = new THREE.MeshPhysicalMaterial({
color: 0xff0000,
metalness: 0.9,
roughness: 0.5,
clearcoat: 1,
clearcoatRoughness: 0.1,
});
```
## MeshToonMaterial
Cel-shaded cartoon look.
```javascript
const material = new THREE.MeshToonMaterial({
color: 0x00ff00,
gradientMap: gradientTexture, // Optional: custom shading gradient
});
// Create step gradient texture
const colors = new Uint8Array([0, 128, 255]);
const gradientMap = new THREE.DataTexture(colors, 3, 1, THREE.RedFormat);
gradientMap.minFilter = THREE.NearestFilter;
gradientMap.magFilter = THREE.NearestFilter;
gradientMap.needsUpdate = true;
```
## MeshNormalMaterial
Visualize surface normals. Useful for debugging.
```javascript
const material = new THREE.MeshNormalMaterial({
flatShading: false,
wireframe: false,
});
```
## MeshDepthMaterial
Render depth values. Used for shadow maps, DOF effects.
```javascript
const material = new THREE.MeshDepthMaterial({
depthPacking: THREE.RGBADepthPacking,
});
```
## PointsMaterial
For point clouds.
```javascript
const material = new THREE.PointsMaterial({
color: 0xffffff,
size: 0.1,
sizeAttenuation: true, // Scale with distance
map: pointTexture,
alphaMap: alphaTexture,
transparent: true,
alphaTest: 0.5, // Discard pixels below threshold
vertexColors: true, // Use per-vertex colors
});
const points = new THREE.Points(geometry, material);
```
## LineBasicMaterial & LineDashedMaterial
```javascript
// Solid lines
const lineMaterial = new THREE.LineBasicMaterial({
color: 0xffffff,
linewidth: 1, // Note: >1 only works on some systems
linecap: "round",
linejoin: "round",
});
// Dashed lines
const dashedMaterial = new THREE.LineDashedMaterial({
color: 0xffffff,
dashSize: 0.5,
gapSize: 0.25,
scale: 1,
});
// Required for dashed lines
const line = new THREE.Line(geometry, dashedMaterial);
line.computeLineDistances();
```
## ShaderMaterial
Custom GLSL shaders with Three.js uniforms.
```javascript
const material = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
color: { value: new THREE.Color(0xff0000) },
texture1: { value: texture },
},
vertexShader: `
varying vec2 vUv;
uniform float time;
void main() {
vUv = uv;
vec3 pos = position;
pos.z += sin(pos.x * 10.0 + time) * 0.1;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
varying vec2 vUv;
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