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This skill helps you select, configure, and optimize Three.js materials for realistic, stylized, and performant 3D scenes.
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---
name: threejs-materials
description: Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance.
---
# 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;
uniform vec3 color;
uniform sampler2D texture1;
void main() {
// Use texture2D() for GLSL 1.0, texture() for GLSL 3.0 (glslVersion: THREE.GLSL3)
vec4 texColor = texture2D(texture1, vUv);
gl_FragColor = vec4(color * texColor.rgb, 1.0);
}
`,
transparent: true,
side: THREE.DoubleSide,
});
// Update uniform in animation loop
material.uniforms.time.value = clock.getElapsedTime();
```
### Built-in Uniforms (auto-provided)
```glsl
// Vertex shader
uniform mat4 modelMatrix; // Object to world
uniform mat4 modelViewMatrix; // Object to camera
uniform mat4 projectionMatrix; // Camera projection
uniform mat4 viewMatrix; // World to camera
uniform mat3 normalMatrix; // For transforming normals
uniform vec3 cameraPosition; // Camera world position
// Attributes
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
```
## RawShaderMaterial
Full control - no built-in uniforms/attributes.
```javascript
const material = new THREE.RawShaderMaterial({
uniforms: {
projectionMatrix: { value: camera.projectionMatrix },
modelViewMatrix: { value: new THREE.Matrix4() },
},
vertexShader: `
precision highp float;
attribute vec3 position;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
precision highp float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`,
});
```
## Common Material Properties
All materials share these base properties:
```javascript
// Visibility
material.visible = true;
material.transparent = false;
material.opacity = 1.0;
material.alphaTest = 0; // Discard pixels with alpha < value
// Rendering
material.side = THREE.FrontSide; // FrontSide, BackSide, DoubleSide
material.depthTest = true;
material.depthWrite = true;
material.colorWrite = true;
// Blending
material.blending = THREE.NormalBlending;
// NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending, CustomBlending
// Stencil
material.stencilWrite = false;
material.stencilFunc = THREE.AlwaysStencilFunc;
material.stencilRef = 0;
material.stencilMask = 0xff;
// Polygon offset (z-fighting fix)
material.polygonOffset = false;
material.polygonOffsetFactor = 0;
material.polygonOffsetUnits = 0;
// Misc
material.dithering = false;
material.toneMapped = true;
```
## Multiple Materials
```javascript
// Assign different materials to geometry groups
const geometry = new THREE.BoxGeometry(1, 1, 1);
const materials = [
new THREE.MeshBasicMaterial({ color: 0xff0000 }), // right
new THREE.MeshBasicMaterial({ color: 0x00ff00 }), // left
new THREE.MeshBasicMaterial({ color: 0x0000ff }), // top
new THREE.MeshBasicMaterial({ color: 0xffff00 }), // bottom
new THREE.MeshBasicMaterial({ color: 0xff00ff }), // front
new THREE.MeshBasicMaterial({ color: 0x00ffff }), // back
];
const mesh = new THREE.Mesh(geometry, materials);
// Custom groups
geometry.clearGroups();
geometry.addGroup(0, 6, 0); // start, count, materialIndex
geometry.addGroup(6, 6, 1);
```
## Environment Maps
```javascript
// Load cube texture
const cubeLoader = new THREE.CubeTextureLoader();
const envMap = cubeLoader.load([
"px.jpg",
"nx.jpg", // positive/negative X
"py.jpg",
"ny.jpg", // positive/negative Y
"pz.jpg",
"nz.jpg", // positive/negative Z
]);
// Apply to material
material.envMap = envMap;
material.envMapIntensity = 1;
// Or set as scene environment (affects all PBR materials)
scene.environment = envMap;
// HDR environment (recommended)
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const rgbeLoader = new RGBELoader();
rgbeLoader.load("environment.hdr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
scene.background = texture;
});
```
## Material Cloning and Modification
```javascript
// Clone material
const clone = material.clone();
clone.color.set(0x00ff00);
// Modify at runtime
material.color.set(0xff0000);
material.needsUpdate = true; // Only needed for some changes
// When needsUpdate is required:
// - Changing flat shading
// - Changing texture
// - Changing transparent
// - Custom shader code changes
```
## Performance Tips
1. **Reuse materials**: Same material = batched draw calls
2. **Avoid transparent when possible**: Transparent materials require sorting
3. **Use alphaTest instead of transparency**: When applicable, faster
4. **Choose simpler materials**: Basic > Lambert > Phong > Standard > Physical
5. **Limit active lights**: Each light adds shader complexity
```javascript
// Material pooling
const materialCache = new Map();
function getMaterial(color) {
const key = color.toString(16);
if (!materialCache.has(key)) {
materialCache.set(key, new THREE.MeshStandardMaterial({ color }));
}
return materialCache.get(key);
}
// Dispose when done
material.dispose();
```
## See Also
- `threejs-textures` - Texture loading and configuration
- `threejs-shaders` - Custom shader development
- `threejs-lighting` - Light interaction with materials
This skill documents Three.js materials and practical usage for styling meshes, textures, shaders, and optimizing material performance. It covers built-in material types (PBR, basic, phong, toon, depth, normal), shader materials, common properties, environment maps, and performance guidance. Use it to pick the right material and configure material properties for real-time rendering.
The skill explains what each material type does and which lighting model it uses (unlit, Lambert, Phong, PBR). It shows common properties and texture slots, how to set up environment maps and HDRI, and how to create custom shaders with ShaderMaterial and RawShaderMaterial. Performance tips and best practices explain when to reuse, dispose, or simplify materials for efficient draw calls.
When should I use MeshStandardMaterial vs MeshPhongMaterial?
Use MeshStandardMaterial (PBR) for realistic materials and consistent lighting under environment maps. Use MeshPhong for simpler shiny surfaces where full PBR features aren’t needed and slightly cheaper shading is acceptable.
Do I always need to set material.needsUpdate = true?
No. needsUpdate is required after structural changes like swapping shaders, changing flatShading, toggling transparency, or replacing textures. Simple color or uniform updates typically do not require it.