--- name: threejs-materials description: "Three.js Materials workflow skill. Use this skill when the user needs Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off." version: "0.0.1" category: devops tags: ["threejs-materials", "three", "materials", "pbr", "basic", "phong", "shader", "material"] complexity: advanced risk: safe tools: ["codex-cli", "claude-code", "cursor", "gemini-cli", "opencode"] source: community author: "sickn33" date_added: "2026-04-15" date_updated: "2026-04-25" --- # Three.js Materials ## Overview This public intake copy packages `plugins/antigravity-awesome-skills-claude/skills/threejs-materials` from `https://github.com/sickn33/antigravity-awesome-skills` into the native Omni Skills editorial shape without hiding its origin. Use it when the operator needs the upstream workflow, support files, and repository context to stay intact while the public validator and private enhancer continue their normal downstream flow. This intake keeps the copied upstream files intact and uses the `external_source` block in `metadata.json` plus `ORIGIN.md` as the provenance anchor for review. # Three.js Materials Imported source sections that did not map cleanly to the public headings are still preserved below or in the support files. Notable imported sections: Material Types Overview, MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial, MeshStandardMaterial (PBR), MeshPhysicalMaterial (Advanced PBR). ## When to Use This Skill Use this section as the trigger filter. It should make the activation boundary explicit before the operator loads files, runs commands, or opens a pull request. - Use this skill when tackling tasks related to its primary domain or functionality as described above. - Use when the request clearly matches the imported source intent: Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance. - Use when the operator should preserve upstream workflow detail instead of rewriting the process from scratch. - Use when provenance needs to stay visible in the answer, PR, or review packet. - Use when copied upstream references, examples, or scripts materially improve the answer. - Use when the workflow should remain reviewable in the public intake repo before the private enhancer takes over. ## Operating Table | Situation | Start here | Why it matters | | --- | --- | --- | | First-time use | `metadata.json` | Confirms repository, branch, commit, and imported path through the `external_source` block before touching the copied workflow | | Provenance review | `ORIGIN.md` | Gives reviewers a plain-language audit trail for the imported source | | Workflow execution | `SKILL.md` | Starts with the smallest copied file that materially changes execution | | Supporting context | `SKILL.md` | Adds the next most relevant copied source file without loading the entire package | | Handoff decision | `## Related Skills` | Helps the operator switch to a stronger native skill when the task drifts | ## Workflow This workflow is intentionally editorial and operational at the same time. It keeps the imported source useful to the operator while still satisfying the public intake standards that feed the downstream enhancer flow. 1. Confirm the user goal, the scope of the imported workflow, and whether this skill is still the right router for the task. 2. Read the overview and provenance files before loading any copied upstream support files. 3. Load only the references, examples, prompts, or scripts that materially change the outcome for the current request. 4. Execute the upstream workflow while keeping provenance and source boundaries explicit in the working notes. 5. Validate the result against the upstream expectations and the evidence you can point to in the copied files. 6. Escalate or hand off to a related skill when the work moves out of this imported workflow's center of gravity. 7. Before merge or closure, record what was used, what changed, and what the reviewer still needs to verify. ### Imported Workflow Notes #### Imported: 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 | ## Examples ### Example 1: Ask for the upstream workflow directly ```text Use @threejs-materials to handle . Start from the copied upstream workflow, load only the files that change the outcome, and keep provenance visible in the answer. ``` **Explanation:** This is the safest starting point when the operator needs the imported workflow, but not the entire repository. ### Example 2: Ask for a provenance-grounded review ```text Review @threejs-materials against metadata.json and ORIGIN.md, then explain which copied upstream files you would load first and why. ``` **Explanation:** Use this before review or troubleshooting when you need a precise, auditable explanation of origin and file selection. ### Example 3: Narrow the copied support files before execution ```text Use @threejs-materials for . Load only the copied references, examples, or scripts that change the outcome, and name the files explicitly before proceeding. ``` **Explanation:** This keeps the skill aligned with progressive disclosure instead of loading the whole copied package by default. ### Example 4: Build a reviewer packet ```text Review @threejs-materials using the copied upstream files plus provenance, then summarize any gaps before merge. ``` **Explanation:** This is useful when the PR is waiting for human review and you want a repeatable audit packet. ### Imported Usage Notes #### Imported: 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); ``` ## Best Practices Treat the generated public skill as a reviewable packaging layer around the upstream repository. The goal is to keep provenance explicit and load only the copied source material that materially improves execution. - Keep the imported skill grounded in the upstream repository; do not invent steps that the source material cannot support. - Prefer the smallest useful set of support files so the workflow stays auditable and fast to review. - Keep provenance, source commit, and imported file paths visible in notes and PR descriptions. - Point directly at the copied upstream files that justify the workflow instead of relying on generic review boilerplate. - Treat generated examples as scaffolding; adapt them to the concrete task before execution. - Route to a stronger native skill when architecture, debugging, design, or security concerns become dominant. ## Troubleshooting ### Problem: The operator skipped the imported context and answered too generically **Symptoms:** The result ignores the upstream workflow in `plugins/antigravity-awesome-skills-claude/skills/threejs-materials`, fails to mention provenance, or does not use any copied source files at all. **Solution:** Re-open `metadata.json`, `ORIGIN.md`, and the most relevant copied upstream files. Check the `external_source` block first, then restate the provenance before continuing. ### Problem: The imported workflow feels incomplete during review **Symptoms:** Reviewers can see the generated `SKILL.md`, but they cannot quickly tell which references, examples, or scripts matter for the current task. **Solution:** Point at the exact copied references, examples, scripts, or assets that justify the path you took. If the gap is still real, record it in the PR instead of hiding it. ### Problem: The task drifted into a different specialization **Symptoms:** The imported skill starts in the right place, but the work turns into debugging, architecture, design, security, or release orchestration that a native skill handles better. **Solution:** Use the related skills section to hand off deliberately. Keep the imported provenance visible so the next skill inherits the right context instead of starting blind. ## Related Skills - `@00-andruia-consultant` - Use when the work is better handled by that native specialization after this imported skill establishes context. - `@00-andruia-consultant-v2` - Use when the work is better handled by that native specialization after this imported skill establishes context. - `@10-andruia-skill-smith` - Use when the work is better handled by that native specialization after this imported skill establishes context. - `@10-andruia-skill-smith-v2` - Use when the work is better handled by that native specialization after this imported skill establishes context. ## Additional Resources Use this support matrix and the linked files below as the operator packet for this imported skill. They should reflect real copied source material, not generic scaffolding. | Resource family | What it gives the reviewer | Example path | | --- | --- | --- | | `references` | copied reference notes, guides, or background material from upstream | `references/n/a` | | `examples` | worked examples or reusable prompts copied from upstream | `examples/n/a` | | `scripts` | upstream helper scripts that change execution or validation | `scripts/n/a` | | `agents` | routing or delegation notes that are genuinely part of the imported package | `agents/n/a` | | `assets` | supporting assets or schemas copied from the source package | `assets/n/a` | ### Imported Reference Notes #### Imported: 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 }); ``` #### Imported: 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, }); ``` #### Imported: 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, }); ``` #### Imported: 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); ``` #### Imported: 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, }); ``` #### Imported: 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; ``` #### Imported: MeshNormalMaterial Visualize surface normals. Useful for debugging. ```javascript const material = new THREE.MeshNormalMaterial({ flatShading: false, wireframe: false, }); ``` #### Imported: MeshDepthMaterial Render depth values. Used for shadow maps, DOF effects. ```javascript const material = new THREE.MeshDepthMaterial({ depthPacking: THREE.RGBADepthPacking, }); ``` #### Imported: 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); ``` #### Imported: 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(); ``` #### Imported: 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; ``` #### Imported: 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); } `, }); ``` #### Imported: 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; ``` #### Imported: 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); ``` #### Imported: 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; }); ``` #### Imported: 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 ``` #### Imported: 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(); ``` #### Imported: NodeMaterial / TSL (Future Direction) Three.js is moving toward **NodeMaterial** and **TSL (Three.js Shading Language)** as the standard material system, especially for the WebGPU renderer: ```javascript import { MeshStandardNodeMaterial } from "three/addons/nodes/Nodes.js"; import { color, uv, texture } from "three/addons/nodes/Nodes.js"; const material = new MeshStandardNodeMaterial(); material.colorNode = texture(colorMap, uv()); ``` **Key points:** - NodeMaterial works with both WebGL and WebGPU renderers - `onBeforeCompile` does **not** work with the WebGPU renderer -- use NodeMaterial instead - TSL replaces GLSL for cross-renderer shader compatibility - Standard GLSL `ShaderMaterial` continues to work with the WebGL renderer #### Imported: Lambert/Phong IBL Support (r183) As of r183, `MeshLambertMaterial` and `MeshPhongMaterial` support image-based lighting (IBL) via `scene.environment`. Previously, only PBR materials (Standard/Physical) responded to environment maps set on the scene. #### Imported: See Also - `threejs-textures` - Texture loading and configuration - `threejs-shaders` - Custom shader development - `threejs-lighting` - Light interaction with materials #### Imported: Limitations - Use this skill only when the task clearly matches the scope described above. - Do not treat the output as a substitute for environment-specific validation, testing, or expert review. - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.