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threejs-materials Three.js material types — 9 materials from MeshBasicMaterial to MeshPhysicalMaterial, PBR advanced properties (clearcoat, transmission, iridescence, sheen), MeshToonMaterial, MeshNormalMaterial, MeshDepthMaterial, LineBasicMaterial, PointsMaterial, performance hierarchy, blending modes, and transparency. Use when choosing or configuring materials, implementing PBR surfaces, toon shading, transparency, or optimising material count. Adapted from CloudAI-X/threejs-skills (MIT).
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Art Director persona for visual style, pillars, art bible, cross-discipline visual consistency, art critique, and art QA. Use when a task needs visual direction, style enforcement, or cohesion across concept, environment, character, VFX, and lighting.
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name threejs-materials description Three.js material types — 9 materials from MeshBasicMaterial to MeshPhysicalMaterial, PBR advanced properties (clearcoat, transmission, iridescence, sheen), MeshToonMaterial, MeshNormalMaterial, MeshDepthMaterial, LineBasicMaterial, PointsMaterial, performance hierarchy, blending modes, and transparency. Use when choosing or configuring materials, implementing PBR surfaces, toon shading, transparency, or optimising material count. Adapted from CloudAI-X/threejs-skills (MIT). license MIT compatibility Portable reference skill for agents that support markdown skills or prompt files. Works best alongside project Three.js source files and shader inspector. disable-model-invocation true metadata {"owner":"game-delivery","version":"2.0.0","language":"en-GB","category":"web-rendering","upstream_references":["https://github.com/CloudAI-X/threejs-skills (MIT — see NOTICE.md)"],"tags":["three-js","materials","pbr","mesh-standard-material","mesh-physical-material","toon-shading","transparency","shader-material","clearcoat","transmission"],"intents":["material-selection","pbr-configuration","toon-shading","transparency-setup","material-cost-review"],"output_types":["code-example","api-reference","material-recommendation"]}
Three.js Materials
Quick Start
import * as THREE from 'three' ;
const material = new THREE .MeshStandardMaterial ({
color : 0xffffff ,
roughness : 0.5 ,
metalness : 0.0 ,
});
const mesh = new THREE .Mesh (new THREE .BoxGeometry (1 , 1 , 1 ), material);
scene.add (mesh);
Material Hierarchy — Choose by Cost
From cheapest to most expensive:
Material Lighting Shadows Best For MeshBasicMaterialNone No UI, wireframes, skyboxes, emissive-only MeshLambertMaterialFlat/Gouraud Yes Low-poly stylised, background props MeshPhongMaterialBlinn-Phong Yes Shiny plastics, legacy assets MeshStandardMaterialPBR Yes Default — game characters, props MeshPhysicalMaterialPBR + extras Yes Glass, car paint, skin, cloth ShaderMaterialCustom
MeshBasicMaterial Flat colour or texture, unaffected by lights.
const mat = new THREE .MeshBasicMaterial ({
color : 0xff0000 ,
map : texture,
wireframe : false ,
transparent : false ,
opacity : 1.0 ,
side : THREE .FrontSide ,
alphaTest : 0.5 ,
depthWrite : true ,
depthTest : true ,
});
MeshLambertMaterial Diffuse-only lighting. Fast but no specular highlights.
const mat = new THREE .MeshLambertMaterial ({
color : 0x44aa88 ,
map : texture,
emissive : new THREE .Color (0x000000 ),
emissiveIntensity : 1.0 ,
});
Good choice for foliage, rock, soil — surfaces that aren't shiny.
MeshPhongMaterial Blinn-Phong shading with specular highlights.
const mat = new THREE .MeshPhongMaterial ({
color : 0xffffff ,
specular : new THREE .Color (0x111111 ),
shininess : 30 ,
map : diffuseTexture,
normalMap : normalTexture,
bumpMap : bumpTexture,
bumpScale : 1.0 ,
emissive : new THREE .Color (0x000000 ),
});
MeshStandardMaterial — Default Choice Physically based rendering (PBR) — metalness/roughness workflow.
const mat = new THREE .MeshStandardMaterial ({
color : 0xffffff ,
map : albedoTexture,
roughness : 0.5 ,
roughnessMap : roughnessTex,
metalness : 0.0 ,
metalnessMap : metalnessTex,
normalMap : normalTex,
normalScale : new THREE .Vector2 (1 , 1 ),
aoMap : aoTex,
aoMapIntensity : 1.0 ,
emissive : new THREE .Color (0x000000 ),
emissiveMap : emissiveTex,
emissiveIntensity : 1.0 ,
envMap : envMapTexture,
envMapIntensity : 1.0 ,
transparent : false ,
opacity : 1.0 ,
alphaMap : alphaTex,
alphaTest : 0 ,
side : THREE .FrontSide ,
});
MeshPhysicalMaterial — Advanced PBR Extends MeshStandardMaterial with real-world effects. Use sparingly — higher shader complexity.
const mat = new THREE .MeshPhysicalMaterial ({
clearcoat : 1.0 ,
clearcoatRoughness : 0.1 ,
clearcoatMap : clearcoatTex,
clearcoatRoughnessMap : clearcoatRoughTex,
clearcoatNormalMap : clearcoatNormalTex,
transmission : 1.0 ,
transmissionMap : transmissionTex,
thickness : 0.5 ,
ior : 1.5 ,
attenuationDistance : Infinity ,
attenuationColor : new THREE .Color (0xffffff ),
iridescence : 1.0 ,
iridescenceIOR : 1.3 ,
iridescenceThicknessRange : [100 , 400 ],
sheen : 1.0 ,
sheenRoughness : 0.5 ,
sheenColor : new THREE .Color (0xffffff ),
sheenColorMap : sheenColorTex,
anisotropy : 0.5 ,
anisotropyRotation : 0 ,
anisotropyMap : anisotropyTex,
});
Glass Example const glassMat = new THREE .MeshPhysicalMaterial ({
transmission : 1.0 ,
thickness : 0.5 ,
roughness : 0.05 ,
ior : 1.5 ,
transparent : true ,
side : THREE .DoubleSide ,
});
MeshToonMaterial — Cel Shading Stepped lighting for cartoon/anime look. Uses a gradient map to define light steps.
const gradientCanvas = document .createElement ('canvas' );
gradientCanvas.width = 3 ;
gradientCanvas.height = 1 ;
const ctx = gradientCanvas.getContext ('2d' );
ctx.fillStyle = '#000000' ; ctx.fillRect (0 , 0 , 1 , 1 );
ctx.fillStyle = '#888888' ; ctx.fillRect (1 , 0 , 1 , 1 );
ctx.fillStyle = '#ffffff' ; ctx.fillRect (2 , 0 , 1 , 1 );
const gradMap = new THREE .CanvasTexture (gradientCanvas);
gradMap.minFilter = gradMap.magFilter = THREE .NearestFilter ;
const toonMat = new THREE .MeshToonMaterial ({
color : 0x44aaff ,
gradientMap : gradMap,
map : texture,
});
MeshNormalMaterial Visualises surface normals as RGB. Development/debugging only.
const normalMat = new THREE .MeshNormalMaterial ({
flatShading : false ,
wireframe : false ,
});
MeshDepthMaterial Renders depth as greyscale. Used for custom post-processing effects.
const depthMat = new THREE .MeshDepthMaterial ({
depthPacking : THREE .RGBADepthPacking ,
});
LineBasicMaterial / LineDashedMaterial const lineMat = new THREE .LineBasicMaterial ({
color : 0x00ff00 ,
linewidth : 1 ,
});
const dashedMat = new THREE .LineDashedMaterial ({
color : 0xffffff ,
dashSize : 0.1 ,
gapSize : 0.05 ,
scale : 1 ,
});
lineGeometry.computeLineDistances ();
PointsMaterial const pointsMat = new THREE .PointsMaterial ({
size : 0.02 ,
sizeAttenuation : true ,
color : 0xffffff ,
map : particleTexture,
alphaTest : 0.5 ,
transparent : true ,
vertexColors : false ,
blending : THREE .AdditiveBlending ,
});
Transparency Three.js has two transparency systems:
mat.transparent = true ;
mat.opacity = 0.5 ;
mat.alphaTest = 0.5 ;
mesh.renderOrder = 1 ;
Blending Modes mat.blending = THREE .NormalBlending ;
mat.blending = THREE .AdditiveBlending ;
mat.blending = THREE .MultiplyBlending ;
mat.blending = THREE .SubtractiveBlending ;
mat.depthWrite = false ;
Shared Properties (All Materials) material.side = THREE .FrontSide ;
material.visible = true ;
material.depthTest = true ;
material.depthWrite = true ;
material.wireframe = false ;
material.fog = true ;
material.vertexColors = false ;
material.flatShading = false ;
material.needsUpdate = false ;
material.clippingPlanes = [new THREE .Plane (new THREE .Vector3 (0 , -1 , 0 ), 1 )];
material.clipIntersection = false ;
material.clipShadows = false ;
Multiple Materials on One Mesh Assign different materials to geometry groups.
const mesh = new THREE .Mesh (geometry, [mat1, mat2, mat3]);
geometry.addGroup (0 , 3 , 0 );
geometry.addGroup (3 , 3 , 1 );
Material Disposal function disposeMaterial (material ) {
const slots = [
'map' , 'normalMap' , 'roughnessMap' , 'metalnessMap' ,
'aoMap' , 'emissiveMap' , 'alphaMap' , 'envMap' ,
'displacementMap' , 'lightMap' , 'clearcoatMap' ,
'transmissionMap' , 'sheenColorMap' ,
];
slots.forEach (slot => material[slot]?.dispose ());
material.dispose ();
}
Performance Tips
Start with MeshStandardMaterial — only upgrade to Physical when a specific feature is needed
Use MeshBasicMaterial for skyboxes, UI planes, invisible colliders
Share material instances — one material per visual variant, not one per mesh
Avoid DoubleSide — nearly doubles fragment shader invocations; model closed geometry instead
alphaTest over transparent: true for foliage/fences — avoids sorting cost
Disable fog: false on materials that will never be in fog (performance micro-optimisation for large scenes)
const mats = meshes.map (() => new THREE .MeshStandardMaterial ({ color : 0xff0000 }));
const sharedMat = new THREE .MeshStandardMaterial ({ color : 0xff0000 });
const mats = meshes.map (() => sharedMat);
See Also
threejs-textures — loading and configuring texture maps
threejs-shaders — ShaderMaterial and custom GLSL
threejs-lighting — how lights interact with PBR materials
three-js-best-practices — material instancing and draw-call budget