---
name: r3f-textures
description: React Three Fiber textures - useTexture, texture loading, environment maps, texture configuration. Use when loading images, working with PBR texture sets, cubemaps, HDR environments, or optimizing texture usage.
---
# React Three Fiber Textures
## Quick Start
```tsx
import { Canvas } from '@react-three/fiber'
import { useTexture } from '@react-three/drei'
function TexturedBox() {
const texture = useTexture('/textures/wood.jpg')
return (
)
}
export default function App() {
return (
)
}
```
## useTexture Hook (Drei)
The recommended way to load textures in R3F.
### Single Texture
```tsx
import { useTexture } from '@react-three/drei'
function SingleTexture() {
const texture = useTexture('/textures/color.jpg')
return (
)
}
```
### Multiple Textures (Array)
```tsx
function MultipleTextures() {
const [colorMap, normalMap, roughnessMap] = useTexture([
'/textures/color.jpg',
'/textures/normal.jpg',
'/textures/roughness.jpg',
])
return (
)
}
```
### Named Object (Recommended for PBR)
```tsx
function PBRTextures() {
// Named object automatically spreads to material
const textures = useTexture({
map: '/textures/color.jpg',
normalMap: '/textures/normal.jpg',
roughnessMap: '/textures/roughness.jpg',
metalnessMap: '/textures/metalness.jpg',
aoMap: '/textures/ao.jpg',
displacementMap: '/textures/displacement.jpg',
})
return (
)
}
```
### With Texture Configuration
```tsx
import { useTexture } from '@react-three/drei'
import * as THREE from 'three'
function ConfiguredTextures() {
const textures = useTexture({
map: '/textures/color.jpg',
normalMap: '/textures/normal.jpg',
}, (textures) => {
// Configure textures after loading
Object.values(textures).forEach(texture => {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping
texture.repeat.set(4, 4)
})
})
return (
)
}
```
### Preloading
```tsx
import { useTexture } from '@react-three/drei'
// Preload at module level
useTexture.preload('/textures/hero.jpg')
useTexture.preload(['/tex1.jpg', '/tex2.jpg'])
function Component() {
// Will be instant if preloaded
const texture = useTexture('/textures/hero.jpg')
}
```
## useLoader (Core R3F)
For more control over loading.
```tsx
import { useLoader } from '@react-three/fiber'
import { TextureLoader } from 'three'
function WithUseLoader() {
const texture = useLoader(TextureLoader, '/textures/color.jpg')
// Multiple textures
const [color, normal] = useLoader(TextureLoader, [
'/textures/color.jpg',
'/textures/normal.jpg',
])
return (
)
}
// Preload
useLoader.preload(TextureLoader, '/textures/color.jpg')
```
## Texture Configuration
### Wrapping Modes
```tsx
import * as THREE from 'three'
function ConfigureWrapping() {
const texture = useTexture('/textures/tile.jpg', (tex) => {
// Wrapping
tex.wrapS = THREE.RepeatWrapping // Horizontal: ClampToEdgeWrapping, RepeatWrapping, MirroredRepeatWrapping
tex.wrapT = THREE.RepeatWrapping // Vertical
// Repeat
tex.repeat.set(4, 4) // Tile 4x4
// Offset
tex.offset.set(0.5, 0.5) // Shift UV
// Rotation
tex.rotation = Math.PI / 4 // Rotate 45 degrees
tex.center.set(0.5, 0.5) // Rotation pivot
})
return (
)
}
```
### Filtering
```tsx
function ConfigureFiltering() {
const texture = useTexture('/textures/color.jpg', (tex) => {
// Minification (texture larger than screen pixels)
tex.minFilter = THREE.LinearMipmapLinearFilter // Smooth with mipmaps (default)
tex.minFilter = THREE.NearestFilter // Pixelated
tex.minFilter = THREE.LinearFilter // Smooth, no mipmaps
// Magnification (texture smaller than screen pixels)
tex.magFilter = THREE.LinearFilter // Smooth (default)
tex.magFilter = THREE.NearestFilter // Pixelated (retro style)
// Anisotropic filtering (sharper at angles)
tex.anisotropy = 16 // Usually renderer.capabilities.getMaxAnisotropy()
// Generate mipmaps
tex.generateMipmaps = true // Default
})
}
```
### Color Space
Important for accurate colors.
```tsx
function ConfigureColorSpace() {
const [colorMap, normalMap, roughnessMap] = useTexture([
'/textures/color.jpg',
'/textures/normal.jpg',
'/textures/roughness.jpg',
], (textures) => {
// Color/albedo textures should use sRGB
textures[0].colorSpace = THREE.SRGBColorSpace
// Data textures (normal, roughness, metalness, ao) use Linear
// This is the default, so usually no action needed
// textures[1].colorSpace = THREE.LinearSRGBColorSpace
// textures[2].colorSpace = THREE.LinearSRGBColorSpace
})
}
```
## Environment Maps
### useEnvironment Hook
```tsx
import { useEnvironment, Environment } from '@react-three/drei'
// Use as texture
function EnvMappedSphere() {
const envMap = useEnvironment({ preset: 'sunset' })
return (
)
}
// Or use Environment component for scene-wide
function Scene() {
return (
<>
>
)
}
```
### HDR Environment
```tsx
import { useEnvironment } from '@react-three/drei'
function HDREnvironment() {
const envMap = useEnvironment({ files: '/hdri/studio.hdr' })
return (
)
}
```
### Cube Map
```tsx
import { useCubeTexture } from '@react-three/drei'
function CubeMapTexture() {
const envMap = useCubeTexture(
['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],
{ path: '/textures/cube/' }
)
return (
)
}
```
## Video Textures
```tsx
import { useVideoTexture } from '@react-three/drei'
function VideoPlane() {
const texture = useVideoTexture('/videos/sample.mp4', {
start: true,
loop: true,
muted: true,
})
return (
x * 0.5)} />
)
}
```
## Canvas Textures
```tsx
import { useRef, useEffect } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'
function CanvasTexture() {
const meshRef = useRef()
const textureRef = useRef()
useEffect(() => {
const canvas = document.createElement('canvas')
canvas.width = 256
canvas.height = 256
const ctx = canvas.getContext('2d')
// Draw on canvas
ctx.fillStyle = 'red'
ctx.fillRect(0, 0, 256, 256)
ctx.fillStyle = 'white'
ctx.font = '48px Arial'
ctx.fillText('Hello', 50, 150)
textureRef.current = new THREE.CanvasTexture(canvas)
}, [])
// Update texture dynamically
useFrame(({ clock }) => {
if (textureRef.current) {
const canvas = textureRef.current.image
const ctx = canvas.getContext('2d')
ctx.fillStyle = `hsl(${clock.elapsedTime * 50}, 100%, 50%)`
ctx.fillRect(0, 0, 256, 256)
textureRef.current.needsUpdate = true
}
})
return (
)
}
```
## Data Textures
```tsx
import { useMemo } from 'react'
import * as THREE from 'three'
function NoiseTexture() {
const texture = useMemo(() => {
const size = 256
const data = new Uint8Array(size * size * 4)
for (let i = 0; i < size * size; i++) {
const value = Math.random() * 255
data[i * 4] = value
data[i * 4 + 1] = value
data[i * 4 + 2] = value
data[i * 4 + 3] = 255
}
const texture = new THREE.DataTexture(data, size, size)
texture.needsUpdate = true
return texture
}, [])
return (
)
}
```
## Render Targets
Render to texture.
```tsx
import { useFBO } from '@react-three/drei'
import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'
function RenderToTexture() {
const fbo = useFBO(512, 512)
const meshRef = useRef()
const otherSceneRef = useRef()
useFrame(({ gl, camera }) => {
// Render other scene to FBO
gl.setRenderTarget(fbo)
gl.render(otherSceneRef.current, camera)
gl.setRenderTarget(null)
})
return (
<>
{/* Scene to render to texture */}
{/* Display the texture */}
>
)
}
```
## Texture Atlas / Sprite Sheet
```tsx
import { useTexture } from '@react-three/drei'
import { useState } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'
function SpriteAnimation() {
const texture = useTexture('/textures/spritesheet.png')
const [frame, setFrame] = useState(0)
// Configure texture
texture.wrapS = texture.wrapT = THREE.ClampToEdgeWrapping
texture.repeat.set(1/4, 1/4) // 4x4 sprite sheet
useFrame(({ clock }) => {
const newFrame = Math.floor(clock.elapsedTime * 10) % 16
if (newFrame !== frame) {
setFrame(newFrame)
const col = newFrame % 4
const row = Math.floor(newFrame / 4)
texture.offset.set(col / 4, 1 - (row + 1) / 4)
}
})
return (
)
}
```
## Material Texture Maps Reference
```tsx
```
## Second UV Channel (for AO/Lightmaps)
```tsx
import { useEffect, useRef } from 'react'
function MeshWithUV2() {
const meshRef = useRef()
useEffect(() => {
// Copy uv to uv2 for aoMap/lightMap
const geometry = meshRef.current.geometry
geometry.setAttribute('uv2', geometry.attributes.uv)
}, [])
return (
)
}
```
## Suspense Loading
```tsx
import { Suspense } from 'react'
import { useTexture } from '@react-three/drei'
function TexturedMesh() {
const texture = useTexture('/textures/large.jpg')
return (
)
}
function Fallback() {
return (
)
}
function Scene() {
return (
}>
)
}
```
## Performance Tips
1. **Use power-of-2 dimensions**: 256, 512, 1024, 2048
2. **Compress textures**: Use KTX2/Basis for web
3. **Enable mipmaps**: For distant objects
4. **Limit texture size**: 2048 usually sufficient
5. **Reuse textures**: Same texture = better batching
6. **Preload important textures**: Avoid pop-in
```tsx
// Preload critical textures
useTexture.preload('/textures/hero.jpg')
// Check texture memory
useFrame(({ gl }) => {
console.log('Textures:', gl.info.memory.textures)
})
// Dispose unused textures (R3F usually handles this)
texture.dispose()
```
## See Also
- `r3f-materials` - Applying textures to materials
- `r3f-loaders` - Asset loading patterns
- `r3f-shaders` - Custom texture sampling