Atlas / Skills / cloudai-x / Threejs Materials

Threejs MaterialsSAFE

skills/cloudai-x/threejs-materials
Verdict
SAFE
Grade
B
Trust score
89 /100
Version
—
Hosts
—
License
MIT
Stars
3,760
01

Overview

An agent skill published by cloudai-x.

Read from source at commit 49a7790658abOBSERVED · 2026-10-26
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02

What it tells the agent

The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.

---
name: threejs-materials
description: "Choosing and configuring three.js materials - unlit, diffuse, specular, PBR, toon, point and line materials - shared properties like blending and stencil, environment response, and the WebGPU node-material and TSL equivalents. Use when styling meshes or tuning material behavior."
---

# Three.js Materials

Targets three.js r186. Examples use WebGLRenderer; the WebGPU and TSL section uses WebGPURenderer.

## Quick Start

```javascript
import * as THREE from "three";

const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

const scene = new THREE.Scene();

const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 0, 3);

// PBR material - the default choice for lit, realistic surfaces
const material = new THREE.MeshStandardMaterial({
  color: 0x00aaff,
  roughness: 0.35,
  metalness: 0.1,
});
const mesh = new THREE.Mesh(new THREE.SphereGeometry(1, 48, 32), material);
scene.add(mesh);
scene.add(new THREE.HemisphereLight(0xffffff, 0x444444, 1)); // lit materials render black without lights
const light = new THREE.DirectionalLight(0xffffff, 2);
light.position.set(3, 3, 3);
scene.add(light);

function animate() {
  mesh.rotation.y += 0.01;
  renderer.render(scene, camera);
}

renderer.setAnimationLoop(animate);
```

## Material Types Overview

| Material | Use case | Lighting |
| -------------------- | ------------------------------------- | ------------------ |
| MeshBasicMaterial | Unlit color, textures, wireframes | None |
| MeshLambertMaterial | Matte diffuse surfaces | Diffuse |
| MeshPhongMaterial | Shiny plastic, cheap specular | Diffuse + specular |
| MeshStandardMaterial | PBR metal/rough workflow | PBR |
| MeshPhysicalMaterial | PBR plus clearcoat, transmission, sheen, iridescence | PBR |
| MeshToonMaterial | Cel shading | Toon steps |
| MeshMatcapMaterial | Lit look baked into a matcap texture, no lights needed | Baked |
| ShadowMaterial | Transparent surface that shows only the shadows it receives | Shadows only |
| PointsMaterial | Point clouds | None |
| LineBasicMaterial / LineDashedMaterial | Lines | None |
| ShaderMaterial / RawShaderMaterial | Custom GLSL, WebGLRenderer only | Custom |

Color data textures (map, emissiveMap, specularMap, sheenColorMap, specularColorMap, LDR matcap, a canvas or video used as color) need `texture.colorSpace = THREE.SRGBColorSpace`, or colors render washed out. Scalar maps (normal, bump, displacement, roughness, metalness, ao, alpha, toon gradientMap) keep the default. HDR loaders set their own color space.

## MeshBasicMaterial

No lighting calculations. Fast, always visible. Supports `envMap` with `reflectivity` (0 to 1) and `combine` (`THREE.MultiplyOperation`, `THREE.MixOperation`, `THREE.AddOperation`); `specularMap` (sRGB) masks the env-map contribution.

```javascript
const map = await new THREE.TextureLoader().loadAsync("color.jpg");
map.colorSpace = THREE.SRGBColorSpace;

const material = new THREE.MeshBasicMaterial({
  color: 0xffffff, // multiplied with the map
  map,
  transparent: true,
  opacity: 0.5,
  side: THREE.DoubleSide, // FrontSide (default), BackSide, DoubleSide
  fog: true, // affected by scene fog
});
```

## MeshLambertMaterial and MeshPhongMaterial

Lambert is diffuse-only. Phong adds a specular highlight; it is the cheap alternative when Standard is too heavy.

```javascript
const lambert = new THREE.MeshLambertMaterial({
  color: 0x00ff00,
  emissive: 0x111111, // self-illumination color
  emissiveIntensity: 1,
});

const phong = new THREE.MeshPhongMaterial({
  color: 0x0000ff,
  specular: 0x111111, // highlight color
  shininess: 30, // higher = sharper highlight
  flatShading: false, // flat vs smooth normals
});
```

Both also support `map`, `emissiveMap`, `specularMap` (sRGB; masks the env-map reflection, and the highlight on Phong), `normalMap`, `bumpMap`, `displacementMap`, `aoMap`, `envMap`, `envMapIntensity` and `envMapRotation`.

## MeshStandardMaterial (PBR)

Physically-based rendering. Recommended for realistic results.

```javascript
const map = await new THREE.TextureLoader().loadAsync("color.jpg");
map.colorSpace = THREE.SRGBColorSpace;
const ormMap = await new THREE.TextureLoader().loadAsync("orm.jpg"); // glTF ORM: ao red, roughness green, metalness blue; scalar: keep default

const material = new THREE.MeshStandardMaterial({
  color: 0xffffff, // multiplied with the map
  roughness: 1.0, // 0 = mirror, 1 = fully diffuse; multiplied by roughnessMap (green)
  metalness: 1.0, // 0 = dielectric, 1 = metal; multiplied by metalnessMap (blue), so keep 1 with a map
  map,
  roughnessMap: ormMap,
  metalnessMap: ormMap,
  normalMap: null, // surface detail; scale with normalScale (a Vector2)
  aoMap: ormMap, // ambient occlusion (red); intensity with aoMapIntensity
  displacementMap: null, // vertex displacement; scale with displacementScale, offset with displacementBias
  emissive: 0x000000,
  emissiveIntensity: 1,
  emissiveMap: null, // sRGB
  envMap: null, // or rely on scene.environment (see below)
  fog: true,
});
```

`lightMap` (with `lightMapIntensity`) bakes indirect light the same way aoMap bakes occlusion; an HDR or EXR lightMap is `LinearSRGBColorSpace`, which the loaders set.

### UV channels: aoMap and lightMap read the channel you pick

Every UV-mapped texture samples the attribute selected by `texture.channel`: 0 reads `uv` (the default), 1 reads `uv1`, 2 reads `uv2`, 3 reads `uv3`. aoMap and lightMap need no second UV set - they sample `uv` unless you change `channel`. GLTFLoader loads `TEXCOORD_1` as `uv1` and sets `channel` itself.

```javascript
const aoMap = await new THREE.TextureLoader().loadAsync("ao.jpg"); // scalar: keep default
const material = new THREE.MeshStandardMaterial({ aoMap }); // samples uv: no extra attribute
03

Trust audit

SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.

LayerWhat it checksResult
L0Provenance & inventoryPASS
L1Static analysis of the codeNA
L2Instruction surface (what it tells the agent)PASS
L3Class-specific surfacePASS
L4Behavioural (sandbox)SKIPPED

What the source does

Filesystem
none-observed
Network
none-observed
Shell
none-observed
Dependencies
pinned
Secrets in source
none-found

Findings (0)

No findings outside the package's declared scope.

Gates applied: no_behavioural_pass.

Audited 2026-10-26 · audit v0.4.1 · source sha 49a7790658abfull audit observations/trust-audit/skill/cloudai-x__threejs-materials.json · Report an issue / request a re-scan
04

Audit history

Every audit this skill has had.

DateSourceVerdictGradeScoreChange
2026-10-2649a7790658abSAFEB89first audit
05

Questions

Is threejs-materials — cloudai-x/threejs-skills safe to install?

The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.

What can threejs-materials — cloudai-x/threejs-skills access on my machine?

The audit observed no filesystem, network or shell use at all in its source.

How current is this page?

The grade is for one exact copy of the source (49a7790658ab), read on 2026-10-26. The repository is watched, and a new audit runs when it changes — this is the first audit.

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