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threejs-materials

threejs-materials

Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance.

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name: threejs-materials allowed-tools: Read, Glob 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

Iron Law

Always set needsUpdate = true after changing material maps or transparency at runtime — Three.js caches the compiled shader program and will not recompile without it.

Quick Start

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

MaterialUse CaseLighting
MeshBasicMaterialUnlit, flat colors, wireframesNo
MeshLambertMaterialMatte surfaces, performanceYes (diffuse only)
MeshPhongMaterialShiny surfaces, specular highlightsYes
MeshStandardMaterialPBR, realistic materialsYes (PBR)
MeshPhysicalMaterialAdvanced PBR, clearcoat, transmissionYes (PBR+)
MeshToonMaterialCel-shaded, cartoon lookYes (toon)
MeshNormalMaterialDebug normalsNo
MeshDepthMaterialDepth visualizationNo
ShaderMaterialCustom GLSL shadersCustom
RawShaderMaterialFull shader controlCustom

MeshBasicMaterial

No lighting calculations. Fast, always visible.

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.

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.

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.

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 clearcoat, transmission (glass), sheen (fabric), iridescence, and anisotropy.

// Glass
const glass = new THREE.MeshPhysicalMaterial({
  transmission: 1, thickness: 0.5, ior: 1.5, roughness: 0,
});

// Car paint
const carPaint = new THREE.MeshPhysicalMaterial({
  color: 0xff0000, metalness: 0.9, roughness: 0.5, clearcoat: 1, clearcoatRoughness: 0.1,
});

Full property list (clearcoat, sheen, iridescence, anisotropy) → references/api-reference.md

MeshToonMaterial

Cel-shaded cartoon look.

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.

const material = new THREE.MeshNormalMaterial({
  flatShading: false,
  wireframe: false,
});

MeshDepthMaterial

Render depth values. Used for shadow maps, DOF effects.

const material = new THREE.MeshDepthMaterial({
  depthPacking: THREE.RGBADepthPacking,
});

PointsMaterial

For point clouds.

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

// 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.

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)

// 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;

Multiple Materials

// 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);

Material Cloning and Modification

// 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 — requires sorting
  3. Use alphaTest instead of transparency when applicable
  4. Choose simpler materials — Basic > Lambert > Phong > Standard > Physical
  5. Limit active lights — each light adds shader complexity

References

  • references/api-reference.md — MeshPhysicalMaterial full property list, RawShaderMaterial, common base properties table, environment map setup, and material pooling pattern

See Also

  • threejs-textures - Texture loading and configuration
  • threejs-shaders - Custom shader development
  • threejs-lighting - Light interaction with materials
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