xiaohongshu
xiaohongshu
dev-r3f-r3f-materials
Material selection, shaders, and visual effects for R3F
Full skill instructions
"Materials define the soul of your 3D objects – choose wisely."
Use when:
// Standard PBR material (recommended default)
<meshStandardMaterial
color="royalblue"
roughness={0.5}
metalness={0.5}
/>
// Basic material (unlit, best performance)
<meshBasicMaterial color="red" />
// Physical material (advanced PBR)
<meshPhysicalMaterial
clearcoat={1}
clearcoatRoughness={0.1}
transmission={0.9}
thickness={0.5}
/>
| Need | Material | Performance |
|---|---|---|
| Unlit color | meshBasicMaterial | ⚡ Fastest |
| Simple shading | meshLambertMaterial | ⚡⚡ Fast |
| Stylized look | meshToonMaterial | ⚡⚡ Fast |
| Realistic PBR | meshStandardMaterial | ⚡⚡⚡ Medium |
| Glass/water | meshPhysicalMaterial | ⚡⚡⚡⚡ Slow |
| Custom effects | shaderMaterial | Varies |
| Matcap lighting | meshMatcapMaterial | ⚡⚡ Fast |
// Most common choice - good balance of quality and performance
<meshStandardMaterial
color="#ff6600"
roughness={0.7} // 0 = smooth, 1 = rough
metalness={0.3} // 0 = dielectric, 1 = metal
envMapIntensity={1}
/>
import { useTexture } from '@react-three/drei';
function TexturedMesh() {
const [colorMap, normalMap, roughnessMap] = useTexture([
'/textures/color.jpg',
'/textures/normal.jpg',
'/textures/roughness.jpg',
]);
return (
<mesh>
<boxGeometry />
<meshStandardMaterial map={colorMap} normalMap={normalMap} roughnessMap={roughnessMap} />
</mesh>
);
}
import { useMatcapTexture } from '@react-three/drei';
function MatcapMesh() {
const [matcap] = useMatcapTexture('3B3C3F_DAD9D5_929290_ABACA8');
return (
<mesh>
<sphereGeometry />
<meshMatcapMaterial matcap={matcap} />
</mesh>
);
}
import { shaderMaterial } from '@react-three/drei';
import { extend, useFrame } from '@react-three/fiber';
const WaveShaderMaterial = shaderMaterial(
{ uTime: 0, uColor: new THREE.Color('hotpink') },
// Vertex shader
`
uniform float uTime;
varying vec2 vUv;
void main() {
vUv = uv;
vec3 pos = position;
pos.z += sin(pos.x * 4.0 + uTime) * 0.1;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
// Fragment shader
`
uniform vec3 uColor;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(uColor, 1.0);
}
`
);
extend({ WaveShaderMaterial });
function WavyPlane() {
const materialRef = useRef();
useFrame((state) => {
if (materialRef.current) {
materialRef.current.uTime = state.clock.elapsedTime;
}
});
return (
<mesh>
<planeGeometry args={[4, 4, 32, 32]} />
<waveShaderMaterial ref={materialRef} />
</mesh>
);
}
// Glass/water with transmission
<meshPhysicalMaterial
transmission={0.95} // 0-1, how much light passes through
thickness={0.5} // Simulated thickness
roughness={0.05}
ior={1.5} // Index of refraction
clearcoat={1}
clearcoatRoughness={0.1}
/>
// Simple transparency
<meshStandardMaterial
transparent
opacity={0.5}
side={THREE.DoubleSide}
/>
| Property | Basic | Lambert | Standard | Physical |
|---|---|---|---|---|
| Lighting | No | Diffuse | PBR | Advanced PBR |
| Roughness | No | No | Yes | Yes |
| Metalness | No | No | Yes | Yes |
| Clearcoat | No | No | No | Yes |
| Transmission | No | No | No | Yes |
| GPU Cost | Low | Low | Medium | High |
DON'T:
meshPhysicalMaterial everywhere (performance killer)side={THREE.DoubleSide} for visible interiorsDO:
meshBasicMaterial for distant/small objects// Share materials across instances
const sharedMaterial = useMemo(
() => new THREE.MeshStandardMaterial({ color: 'red' }),
[]
);
// Use for many objects
<mesh material={sharedMaterial}>...</mesh>
<mesh material={sharedMaterial}>...</mesh>
Before finalizing materials:
transparent: truedeveloper/r3f/r3f-fundamentals.md — R3F basicsdeveloper/performance/performance-basics.md — Optimizationxiaohongshu
technical spec
product ux expert
database patterns
Conduct multi-agent task orchestration and workflow coordination.
Initialize project with Conductor artifacts (product definition,
Expert in web animations, transitions, and motion design using Framer Motion and CSS
Creates Mermaid and ASCII diagrams for flowcharts, architecture, ERDs, state machines, mindmaps, and more. Use when user mentions diagram, flowchart, mermaid, ASCII diagram, text diagram, terminal diagram, visualize, C4, mindmap, architecture diagram, sequence diagram, ERD, or needs visual docume...
PostgreSQL bindings for H3 hexagonal grid system. Use when working with H3 cells in Postgres, including spatial indexing, geometry/geography integration, and raster analysis.
Context-Driven Development skill for projects using Conductor. Use this skill when you detect a `conductor/` directory in the project, when working on tasks defined in a `plan.md` file, or when the user asks about tracks, specs, or plans. Automatically applies TDD workflow, tracks task completion...
Display project status, active tracks, and next actions
Official Stakpak application containerization standard operating procedure, a step-by-step guidline to properly dockerize applications. This is a rule book curated by the Stakpak Team.
Generate, edit, and beat-sync AI video with leading models in one workspace.
The world's fastest calendar for remote work
Transform Your Design with AI Designer by ImgCreator.ai
Revolutionizing Video Production with AI-Powered Creativity
Extend an image past the frame and let AI fill the new aspect ratio.
Discover your celebrity doppelgänger with StarByFace!
ChainClarity explains 700+ crypto whitepapers in plain English, with layered summaries, comparisons, research tools, alerts, and a $4.99 Pro plan.
Opus.ai: Revolutionize Your Web Experience