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📦 Threejs Materials

threejs-materials

3DグラフィックライブラリThree.jsで

⏱ よくある定型作業 半日 → 数分

📺 まず動画で見る(YouTube)

▶ 【Claude Code完全入門】誰でも使える/Skills活用法/経営者こそ使うべき ↗

※ jpskill.com 編集部が参考用に選んだ動画です。動画の内容と Skill の挙動は厳密には一致しないことがあります。

📜 元の英語説明(参考)

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

🇯🇵 日本人クリエイター向け解説

一言でいうと

3DグラフィックライブラリThree.jsで

※ jpskill.com 編集部が日本のビジネス現場向けに補足した解説です。Skill本体の挙動とは独立した参考情報です。

⚡ おすすめ: コマンド1行でインストール(60秒)

下記のコマンドをコピーしてターミナル(Mac/Linux)または PowerShell(Windows)に貼り付けてください。 ダウンロード → 解凍 → 配置まで全自動。

🍎 Mac / 🐧 Linux
mkdir -p ~/.claude/skills && cd ~/.claude/skills && curl -L -o threejs-materials.zip https://jpskill.com/download/3608.zip && unzip -o threejs-materials.zip && rm threejs-materials.zip
🪟 Windows (PowerShell)
$d = "$env:USERPROFILE\.claude\skills"; ni -Force -ItemType Directory $d | Out-Null; iwr https://jpskill.com/download/3608.zip -OutFile "$d\threejs-materials.zip"; Expand-Archive "$d\threejs-materials.zip" -DestinationPath $d -Force; ri "$d\threejs-materials.zip"

完了後、Claude Code を再起動 → 普通に「動画プロンプト作って」のように話しかけるだけで自動発動します。

💾 手動でダウンロードしたい(コマンドが難しい人向け)
  1. 1. 下の青いボタンを押して threejs-materials.zip をダウンロード
  2. 2. ZIPファイルをダブルクリックで解凍 → threejs-materials フォルダができる
  3. 3. そのフォルダを C:\Users\あなたの名前\.claude\skills\(Win)または ~/.claude/skills/(Mac)へ移動
  4. 4. Claude Code を再起動

⚠️ ダウンロード・利用は自己責任でお願いします。当サイトは内容・動作・安全性について責任を負いません。

🎯 このSkillでできること

下記の説明文を読むと、このSkillがあなたに何をしてくれるかが分かります。Claudeにこの分野の依頼をすると、自動で発動します。

📦 インストール方法 (3ステップ)

  1. 1. 上の「ダウンロード」ボタンを押して .skill ファイルを取得
  2. 2. ファイル名の拡張子を .skill から .zip に変えて展開(macは自動展開可)
  3. 3. 展開してできたフォルダを、ホームフォルダの .claude/skills/ に置く
    • · macOS / Linux: ~/.claude/skills/
    • · Windows: %USERPROFILE%\.claude\skills\

Claude Code を再起動すれば完了。「このSkillを使って…」と話しかけなくても、関連する依頼で自動的に呼び出されます。

詳しい使い方ガイドを見る →
最終更新
2026-05-17
取得日時
2026-05-17
同梱ファイル
1

💬 こう話しかけるだけ — サンプルプロンプト

  • Threejs Materials の使い方を教えて
  • Threejs Materials で何ができるか具体例で見せて
  • Threejs Materials を初めて使う人向けにステップを案内して

これをClaude Code に貼るだけで、このSkillが自動発動します。

📖 Claude が読む原文 SKILL.md(中身を展開)

この本文は AI(Claude)が読むための原文(英語または中国語)です。日本語訳は順次追加中。

Three.js Materials

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

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

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 advanced features.

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

const glass = new THREE.MeshPhysicalMaterial({
  color: 0xffffff,
  metalness: 0,
  roughness: 0,
  transmission: 1,
  thickness: 0.5,
  ior: 1.5,
  envMapIntensity: 1,
});

Car Paint Example

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

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;

RawShaderMaterial

Full control - no built-in uniforms/attributes.

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);
    }
  `,
});

Common Material Properties

All materials share these base properties:

// 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;

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);

Environment Maps

// 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;
});

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: 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
// 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();

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:

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

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.

See Also

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

When to Use

Use this skill when tackling tasks related to its primary domain or functionality as described above.

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.