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r3f-materials

by @enzedv
4.7(43)

Focuses on material application in React Three Fiber, including PBR and Drei materials, to give 3D scenes realistic visual effects.

React Three Fiber (R3F)3D GraphicsMaterial DesignShader ProgrammingThree.jsGitHub
Installation
npx skills add enzed/r3f-skills --skill r3f-materials
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Before / After Comparison

1
Before

When handling 3D model materials in React Three Fiber, unfamiliarity with PBR materials and the Drei material library led to unrealistic rendering effects, insufficient light and shadow expression, and models lacking detail and texture, affecting the overall visual presentation.

After

After mastering PBR materials and the Drei material library, 3D model rendering effects significantly improved, with realistic light and shadow details and rich surface textures, greatly enhancing the scene's immersion and visual appeal, making models more expressive.

description SKILL.md


name: r3f-materials description: React Three Fiber materials - PBR materials, Drei materials, shader materials, material properties. Use when styling meshes, creating custom materials, working with textures, or implementing visual effects.

React Three Fiber Materials

Quick Start

import { Canvas } from '@react-three/fiber'

function Scene() {
  return (
    <Canvas>
      <ambientLight intensity={0.5} />
      <directionalLight position={[5, 5, 5]} />

      <mesh>
        <boxGeometry />
        <meshStandardMaterial
          color="hotpink"
          roughness={0.5}
          metalness={0.5}
        />
      </mesh>
    </Canvas>
  )
}

Material Types Overview

MaterialUse CaseLighting
meshBasicMaterialUnlit, flat colorsNo
meshLambertMaterialMatte surfaces, fastYes (diffuse)
meshPhongMaterialShiny, specularYes
meshStandardMaterialPBR, realisticYes (PBR)
meshPhysicalMaterialAdvanced PBRYes (PBR+)
meshToonMaterialCel-shadedYes (toon)
meshNormalMaterialDebug normalsNo
shaderMaterialCustom GLSLCustom

meshBasicMaterial

No lighting calculations. Always visible, fast.

<mesh>
  <boxGeometry />
  <meshBasicMaterial
    color="red"
    transparent
    opacity={0.5}
    side={THREE.DoubleSide}  // FrontSide, BackSide, DoubleSide
    wireframe={false}
    map={colorTexture}
    alphaMap={alphaTexture}
    envMap={envTexture}
    fog={true}
  />
</mesh>

meshStandardMaterial (PBR)

Physically-based rendering. Recommended for realistic results.

import { useTexture } from '@react-three/drei'
import * as THREE from 'three'

function PBRMesh() {
  // Load PBR texture set
  const [colorMap, normalMap, roughnessMap, metalnessMap, aoMap] = useTexture([
    '/textures/color.jpg',
    '/textures/normal.jpg',
    '/textures/roughness.jpg',
    '/textures/metalness.jpg',
    '/textures/ao.jpg',
  ])

  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <meshStandardMaterial
        // Base color
        color="#ffffff"
        map={colorMap}

        // PBR properties
        roughness={1}         // 0 = mirror, 1 = diffuse
        roughnessMap={roughnessMap}
        metalness={0}         // 0 = dielectric, 1 = metal
        metalnessMap={metalnessMap}

        // Surface detail
        normalMap={normalMap}
        normalScale={[1, 1]}

        // Ambient occlusion (requires uv2)
        aoMap={aoMap}
        aoMapIntensity={1}

        // Emissive
        emissive="#000000"
        emissiveIntensity={1}
        emissiveMap={emissiveTexture}

        // Environment
        envMap={envTexture}
        envMapIntensity={1}

        // Other
        flatShading={false}
        fog={true}
        transparent={false}
      />
    </mesh>
  )
}

meshPhysicalMaterial (Advanced PBR)

Extends Standard with clearcoat, transmission, sheen, etc.

// Glass material
function Glass() {
  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <meshPhysicalMaterial
        color="#ffffff"
        metalness={0}
        roughness={0}
        transmission={1}      // 0 = opaque, 1 = fully transparent
        thickness={0.5}       // Volume thickness for refraction
        ior={1.5}             // Index of refraction (glass ~1.5)
        envMapIntensity={1}
      />
    </mesh>
  )
}

// Car paint
function CarPaint() {
  return (
    <mesh>
      <boxGeometry />
      <meshPhysicalMaterial
        color="#ff0000"
        metalness={0.9}
        roughness={0.5}
        clearcoat={1}              // Clearcoat layer strength
        clearcoatRoughness={0.1}   // Clearcoat roughness
      />
    </mesh>
  )
}

// Fabric/velvet (sheen)
function Fabric() {
  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <meshPhysicalMaterial
        color="#8844aa"
        roughness={0.8}
        sheen={1}
        sheenRoughness={0.5}
        sheenColor="#ff88ff"
      />
    </mesh>
  )
}

// Iridescent (soap bubbles)
function Iridescent() {
  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <meshPhysicalMaterial
        color="#ffffff"
        iridescence={1}
        iridescenceIOR={1.3}
        iridescenceThicknessRange={[100, 400]}
      />
    </mesh>
  )
}

Drei Special Materials

MeshReflectorMaterial

Realistic mirror-like reflections.

import { MeshReflectorMaterial } from '@react-three/drei'

function ReflectiveFloor() {
  return (
    <mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, -0.5, 0]}>
      <planeGeometry args={[10, 10]} />
      <MeshReflectorMaterial
        blur={[400, 100]}         // Blur amount [x, y]
        resolution={1024}         // Reflection resolution
        mixBlur={1}               // Mix blur with reflection
        mixStrength={0.5}         // Reflection strength
        roughness={1}
        depthScale={1.2}
        minDepthThreshold={0.4}
        maxDepthThreshold={1.4}
        color="#333"
        metalness={0.5}
        mirror={0.5}
      />
    </mesh>
  )
}

MeshWobbleMaterial

Animated wobble effect.

import { MeshWobbleMaterial } from '@react-three/drei'

function WobblyMesh() {
  return (
    <mesh>
      <torusKnotGeometry args={[1, 0.4, 100, 16]} />
      <MeshWobbleMaterial
        factor={1}       // Wobble amplitude
        speed={2}        // Wobble speed
        color="hotpink"
        metalness={0}
        roughness={0.5}
      />
    </mesh>
  )
}

MeshDistortMaterial

Perlin noise distortion.

import { MeshDistortMaterial } from '@react-three/drei'

function DistortedMesh() {
  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <MeshDistortMaterial
        distort={0.5}    // Distortion amount
        speed={2}        // Animation speed
        color="cyan"
        roughness={0.2}
      />
    </mesh>
  )
}

MeshTransmissionMaterial

Better glass/refractive materials.

import { MeshTransmissionMaterial } from '@react-three/drei'

function GlassSphere() {
  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <MeshTransmissionMaterial
        backside              // Render backside
        samples={16}          // Refraction samples
        resolution={1024}     // Buffer resolution
        transmission={1}      // Transmission factor
        roughness={0.0}
        thickness={0.5}       // Volume thickness
        ior={1.5}             // Index of refraction
        chromaticAberration={0.06}
        anisotropy={0.1}
        distortion={0.0}
        distortionScale={0.3}
        temporalDistortion={0.5}
        clearcoat={1}
        attenuationDistance={0.5}
        attenuationColor="#ffffff"
        color="#c9ffa1"
      />
    </mesh>
  )
}

MeshDiscardMaterial

Discard fragments - useful for shadows only.

import { MeshDiscardMaterial } from '@react-three/drei'

function ShadowOnlyMesh() {
  return (
    <mesh castShadow>
      <boxGeometry />
      <MeshDiscardMaterial />  {/* Invisible but casts shadows */}
    </mesh>
  )
}

Points and Lines Materials

// Points material
<points>
  <bufferGeometry />
  <pointsMaterial
    size={0.1}
    sizeAttenuation={true}
    color="white"
    map={spriteTexture}
    transparent
    alphaTest={0.5}
    vertexColors
  />
</points>

// Line materials
<line>
  <bufferGeometry />
  <lineBasicMaterial color="white" linewidth={1} />
</line>

<line>
  <bufferGeometry />
  <lineDashedMaterial
    color="white"
    dashSize={0.5}
    gapSize={0.25}
    scale={1}
  />
</line>

Common Material Properties

All materials share these base properties:

<meshStandardMaterial
  // Visibility
  visible={true}
  transparent={false}
  opacity={1}
  alphaTest={0}          // Discard pixels with alpha < value

  // Rendering
  side={THREE.FrontSide} // FrontSide, BackSide, DoubleSide
  depthTest={true}
  depthWrite={true}
  colorWrite={true}

  // Blending
  blending={THREE.NormalBlending}
  // NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending

  // Polygon offset (z-fighting fix)
  polygonOffset={false}
  polygonOffsetFactor={0}
  polygonOffsetUnits={0}

  // Misc
  dithering={false}
  toneMapped={true}
/>

Dynamic Materials

Updating Material Properties

import { useRef } from 'react'
import { useFrame } from '@react-three/fiber'

function AnimatedMaterial() {
  const materialRef = useRef()

  useFrame(({ clock }) => {
    const t = clock.elapsedTime

    // Update color
    materialRef.current.color.setHSL((t * 0.1) % 1, 1, 0.5)

    // Update properties
    materialRef.current.roughness = (Math.sin(t) + 1) / 2
  })

  return (
    <mesh>
      <boxGeometry />
      <meshStandardMaterial ref={materialRef} />
    </mesh>
  )
}

Shared Materials

import { useMemo } from 'react'
import * as THREE from 'three'

function SharedMaterial() {
  // Create once, use many times
  const material = useMemo(() =>
    new THREE.MeshStandardMaterial({ color: 'red' }),
  [])

  return (
    <>
      <mesh position={[-2, 0, 0]} material={material}>
        <boxGeometry />
      </mesh>
      <mesh position={[0, 0, 0]} material={material}>
        <sphereGeometry />
      </mesh>
      <mesh position={[2, 0, 0]} material={material}>
        <coneGeometry />
      </mesh>
    </>
  )
}

Multiple Materials

// Different materials per face (BoxGeometry has 6 material groups)
<mesh>
  <boxGeometry />
  <meshStandardMaterial attach="material-0" color="red" />   {/* +X */}
  <meshStandardMaterial attach="material-1" color="green" /> {/* -X */}
  <meshStandardMaterial attach="material-2" color="blue" />  {/* +Y */}
  <meshStandardMaterial attach="material-3" color="yellow" />{/* -Y */}
  <meshStandardMaterial attach="material-4" color="cyan" />  {/* +Z */}
  <meshStandardMaterial attach="material-5" color="magenta" />{/* -Z */}
</mesh>

Material with Textures

import { useTexture } from '@react-three/drei'
import * as THREE from 'three'

function TexturedMaterial() {
  // Named object pattern (recommended)
  const textures = useTexture({
    map: '/textures/color.jpg',
    normalMap: '/textures/normal.jpg',
    roughnessMap: '/textures/roughness.jpg',
  })

  // Set texture properties
  Object.values(textures).forEach(texture => {
    texture.wrapS = texture.wrapT = THREE.RepeatWrapping
    texture.repeat.set(2, 2)
  })

  return (
    <mesh>
      <planeGeometry args={[5, 5]} />
      <meshStandardMaterial {...textures} />
    </mesh>
  )
}

Emissive Materials (Glow)

// For bloom effect, emissive colors should exceed normal range
<meshStandardMaterial
  color="black"
  emissive="#ff0000"
  emissiveIntensity={2}    // > 1 for bloom
  toneMapped={false}       // Required for colors > 1
/>

// With emissive map
<meshStandardMaterial
  emissive="white"
  emissiveMap={emissiveTexture}
  emissiveIntensity={2}
  toneMapped={false}
/>

Environment Maps

import { useEnvironment } from '@react-three/drei'

function EnvMappedMaterial() {
  const envMap = useEnvironment({ preset: 'sunset' })

  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <meshStandardMaterial
        metalness={1}
        roughness={0}
        envMap={envMap}
        envMapIntensity={1}
      />
    </mesh>
  )
}

Custom Shader Materials

See r3f-shaders for detailed shader material usage.

import { shaderMaterial } from '@react-three/drei'
import { extend } from '@react-three/fiber'

const CustomMaterial = shaderMaterial(
  { time: 0, color: new THREE.Color('hotpink') },
  // Vertex shader
  `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  // Fragment shader
  `
    uniform float time;
    uniform vec3 color;
    varying vec2 vUv;
    void main() {
      gl_FragColor = vec4(color * (sin(time + vUv.x * 10.0) * 0.5 + 0.5), 1.0);
    }
  `
)

extend({ CustomMaterial })

function CustomShaderMesh() {
  const materialRef = useRef()

  useFrame(({ clock }) => {
    materialRef.current.time = clock.elapsedTime
  })

  return (
    <mesh>
      <boxGeometry />
      <customMaterial ref={materialRef} />
    </mesh>
  )
}

Performance Tips

  1. Reuse materials: Same material instance = batched draw calls
  2. Avoid transparent: Requires sorting, slower
  3. Use alphaTest over transparent: When possible, faster
  4. Simpler materials: Basic > Lambert > Phong > Standard > Physical
  5. Limit texture sizes: 1024-2048 usually sufficient
// Material caching pattern
const materialCache = new Map()

function getCachedMaterial(color) {
  const key = color.toString()
  if (!materialCache.has(key)) {
    materialCache.set(key, new THREE.MeshStandardMaterial({ color }))
  }
  return materialCache.get(key)
}

See Also

  • r3f-textures - Texture loading and configuration
  • r3f-shaders - Custom shader development
  • r3f-lighting - Light interaction with materials

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Installs1.6K
Rating4.7 / 5.0
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Updated2026年3月17日
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Timeline

Created2026年3月17日
Last Updated2026年3月17日