Imported from akillness/jeo-skills (
.agent-skills/threejs-materials/SKILL.md). Install upstream withnpx skills add akillness/jeo-skills --skill threejs-materials. Copyright stays with the author (MIT).
Three.js Materials
Use this skill for mesh surface semantics and cost. Route image maps/UVs/HDR assets to
threejs-textures, lighting and shadow setup to threejs-lighting, and custom GLSL to
threejs-shaders.
When to use this skill
- Select a material type that matches unlit, classic-lighting, PBR, stylized, or custom work
- Configure base color, metalness, roughness, normal/AO/emissive maps, and environment response
- Fix transparency sorting, invisible backsides, unexpectedly shared edits, or material leaks
- Reduce material variants, shader complexity, or draw-call fragmentation after profiling
Instructions
Step 1: Choose the simplest material that expresses the intent
| Requirement | Default material |
|---|---|
| No lighting / debug / sprite-like mesh | MeshBasicMaterial |
| Low-cost classic diffuse scene | MeshLambertMaterial |
| Classic specular look | MeshPhongMaterial |
| Normal physically based surface | MeshStandardMaterial |
| Clearcoat, transmission, advanced PBR | MeshPhysicalMaterial |
| Cel-shaded style | MeshToonMaterial |
| Custom vertex/fragment program | ShaderMaterial via threejs-shaders |
Start with MeshStandardMaterial for normal PBR work, then add physical features only
when their visual benefit justifies the shader cost and renderer support.
Step 2: Set PBR inputs coherently
const material = new THREE.MeshStandardMaterial({
color: 0x9ca3af,
metalness: 0.65,
roughness: 0.28,
map: baseColorTexture,
normalMap,
roughnessMap,
metalnessMap,
envMapIntensity: 1,
});
Base-color textures need the correct color-space configuration; data maps such as normal,
roughness, metalness, and AO do not use the same display color treatment. See
threejs-textures for map loading and UV-channel requirements. Evaluate material values
under representative lights and an environment map, not in an unlit empty scene.
Step 3: Handle transparency explicitly
Use transparent: true only when alpha blending is necessary. Set depthWrite,
side, alphaTest, and renderOrder based on a diagnosed visual requirement; broad
render-order overrides can hide an underlying sort problem. Prefer alpha test for hard-cut
foliage/decals when it satisfies the desired appearance.
Step 4: Respect material ownership
Materials are commonly shared. A mutation to mesh.material.color changes every consumer
of that material. Clone before per-object changes, keep the clone's lifecycle explicit,
and call dispose() when its final consumer leaves.
const uniqueMaterial = sharedMaterial.clone();
mesh.material = uniqueMaterial;
uniqueMaterial.color.set("#3b82f6");
Step 5: Verify look and cost
- Test direct light, environment response, shadows, and a neutral background.
- Test transparent objects overlapping one another and opaque geometry.
- Inspect whether a change creates many distinct material/program variants.
- Test cleanup for replaced or cloned materials and their owned maps.
Examples
Metal product surface
Use MeshStandardMaterial, a calibrated base color, metallic/roughness maps, and an HDR
environment. A metallic object with no environment has little to reflect; adding arbitrary
point lights is not a substitute for the missing IBL signal.
Per-object highlight
Clone a shared material only if the highlight cannot be represented through a uniform, instance attribute, outline pass, or other non-duplicating mechanism. Restore/dispose it when selection changes.
Best practices
- Match material choice to the rendering intent before adjusting many parameters.
- Keep texture color-space and UV-channel rules correct; a wrong map interpretation is not fixable with roughness guesses.
- Minimize material variants in repeated geometry.
- Measure expensive physical/transmission features on target devices.
- Dispose clones and their feature-owned textures, but never dispose shared assets early.