| name | threejs-r3f |
| description | Three.js and React Three Fiber sub-skill - 3D scenes, shaders, postprocessing. |
Three.js & React Three Fiber
3D on the web. Three.js is the engine, R3F is the React renderer.
Concise rules here. Deep-dive in references/.
When to Use What
| Need | Tool | Why |
|---|
| Full 3D scene (models, lights, physics) | R3F + drei | Declarative, React-friendly, ecosystem |
| Vanilla 3D (no React) | Three.js direct | Lighter, no React overhead |
| Simple 3D transforms on UI | CSS transform3d | GPU-composited, no WebGL context |
| 2D particles / generative | Canvas 2D | Simpler API, less GPU overhead |
| Shader-only visuals (no scene graph) | Raw WebGL / ShaderMaterial | Maximum control, minimal abstraction |
Scene Setup Patterns
import { Canvas } from '@react-three/fiber'
import { Environment, OrbitControls } from '@react-three/drei'
import { Suspense } from 'react'
<Canvas camera={{ position: [0, 2, 5], fov: 45 }} dpr={[1, 2]} gl={{ antialias: true }}>
<Suspense fallback={null}>
<Environment preset="studio" />
<OrbitControls makeDefault />
<Scene />
</Suspense>
</Canvas>
Rules:
- Always wrap scene content in
<Suspense> -- loaders (GLTF, textures, HDRI) need it
- Set
dpr={[1, 2]} to clamp pixel ratio (Retina without melting GPUs)
- Keep the Canvas parent component minimal -- re-renders propagate into the scene
R3F Hooks
| Hook | Purpose | Gotcha |
|---|
useFrame((state, delta) => {}) | Per-frame logic (animation, physics) | Never setState inside |
useThree() | Access gl, scene, camera, size, viewport, pointer | Destructure only what you need |
useLoader(TextureLoader, url) | Load any Three.js resource | Wrap parent in Suspense |
useGraph(scene) | Extract nodes/materials from loaded scene | Useful after useGLTF |
useFrame Tips
useFrame((state, delta) => {
meshRef.current.rotation.y += delta * 0.5
material.uniforms.uTime.value = state.clock.elapsedTime
})
Drei Essentials
| Component | Use Case |
|---|
Environment | HDRI lighting (presets: studio, sunset, city, forest, dawn) |
Float | Idle floating animation (speed, rotationIntensity, floatIntensity) |
Text3D | Extruded 3D text (needs JSON font from Facetype.js) |
useGLTF | Load .glb/.gltf models (returns { nodes, materials, scene }) |
useGLTF.preload(url) | Preload model before component mounts |
MeshTransmissionMaterial | Glass/crystal/liquid refraction effects |
PresentationControls | Drag-to-rotate for product showcases |
Center | Auto-center any group of meshes |
Detailed | LOD -- swap geometry by camera distance |
useTexture | Load textures with Suspense support |
Instances | Declarative instancing for repeated meshes |
Postprocessing
import { EffectComposer, Bloom, ChromaticAberration } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'
<EffectComposer>
<Bloom
luminanceThreshold={1}
luminanceSmoothing={0.4}
intensity={0.6}
/>
<ChromaticAberration
blendFunction={BlendFunction.NORMAL}
offset={[0.002, 0.002]}
/>
</EffectComposer>
Rules:
- Bloom is selective by default -- lift material color/emissive above 1.0 to make it glow
luminanceThreshold={1} = nothing glows unless explicitly emissive
- Order matters inside EffectComposer
- Effects are merged into a single pass (performant by design)
Performance Patterns
| Pattern | When |
|---|
<Instances> / InstancedMesh | 100+ identical meshes (particles, trees, crowds) |
<Detailed distances={[0, 50, 100]}> | LOD: swap hi/lo models by distance |
dispose={null} on <primitive> | Prevent auto-dispose when reusing shared geometry |
useGLTF + Draco | Compress .glb models (70-90% size reduction) |
useTexture + KTX2 | Compressed GPU textures (1/4 VRAM) |
frameloop="demand" on Canvas | Only render when something changes (static scenes) |
invalidate() from useThree | Trigger a render in demand mode |
Offscreen canvas (<Canvas eventSource={...}>) | Run rendering off main thread |
Target metrics: < 100 draw calls, < 1M triangles, 60fps on mid-range GPU.
Use stats-gl or r3f-perf to monitor.
Do Not
1. Never setState in useFrame
Causes full React re-render 60x/second. Mutate refs directly.
useFrame(() => {
setRotation(prev => prev + 0.01)
})
useFrame((_, delta) => {
meshRef.current.rotation.y += delta * 0.5
})
2. Never allocate in the render loop
new Vector3() per frame = GC spikes = stutter.
useFrame((state) => {
const target = new THREE.Vector3(0, Math.sin(state.clock.elapsedTime), 0)
meshRef.current.position.copy(target)
})
const _target = useMemo(() => new THREE.Vector3(), [])
useFrame((state) => {
_target.set(0, Math.sin(state.clock.elapsedTime), 0)
meshRef.current.position.copy(_target)
})
3. Never forget dispose (memory leak)
Three.js textures, geometries, and materials live on the GPU. Unmounting a React component does NOT free them.
const texture = useLoader(TextureLoader, '/big-texture.jpg')
useEffect(() => {
return () => {
texture.dispose()
geometry.dispose()
material.dispose()
}
}, [])
4. Never re-render the Canvas parent
State changes in the parent force the entire Canvas to remount = flash, lost state, reloaded assets.
function App() {
const [uiState, setUiState] = useState(false)
return (
<>
<button onClick={() => setUiState(!uiState)}>Toggle</button>
<Canvas><Scene config={uiState} /></Canvas>
</>
)
}
function App() {
return (
<>
<UI />
<SceneCanvas />
</>
)
}
5. Never load assets without Suspense
Loaders (useGLTF, useTexture, useLoader) throw promises. Without Suspense, you get crashes.
<Canvas>
<Model /> {}
</Canvas>
<Canvas>
<Suspense fallback={<Loader />}>
<Model />
</Suspense>
</Canvas>
Quick Reference: Loading Sub-resources
| Need | Load |
|---|
| Scene boilerplate, lighting rigs, controls | references/scene-setup.md |
| Custom shaders, GLSL patterns, uniforms | references/shaders.md |
| Animation principles, easing, timing | ../motion-principles/SKILL.md |
| GSAP + Three.js integration | ../gsap/SKILL.md |