Generate, reconstruct, inspect, and route production 3D assets for OpenMontage worlds using Atlas Cloud, fal.ai, licensed catalogs, and Blender.
日本語の概要は準備中です。原文の説明を表示しています。
Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
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 | 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 |
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
});
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,
});
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,
});
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);
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,
});
const glass = new THREE.MeshPhysicalMaterial({
color: 0xffffff,
metalness: 0,
roughness: 0,
transmission: 1,
thickness: 0.5,
ior: 1.5,
envMapIntensity: 1,
});
const carPaint = new THREE.MeshPhysicalMaterial({
color: 0xff0000,
metalness: 0.9,
roughness: 0.5,
clearcoat: 1,
clearcoatRoughness: 0.1,
});
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;
Visualize surface normals. Useful for debugging.
const material = new THREE.MeshNormalMaterial({
flatShading: false,
wireframe: false,
});
Render depth values. Used for shadow maps, DOF effects.
const material = new THREE.MeshDepthMaterial({
depthPacking: THREE.RGBADepthPacking,
});
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);
// 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();
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();
// 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;
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);
}
`,
});
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;
// 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);
// 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;
});
// 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
// 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();
threejs-textures - Texture loading and configurationthreejs-shaders - Custom shader developmentthreejs-lighting - Light interaction with materialsまだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Generate, reconstruct, inspect, and route production 3D assets for OpenMontage worlds using Atlas Cloud, fal.ai, licensed catalogs, and Blender.
日本語の概要は準備中です。原文の説明を表示しています。
AI music generation with ACE-Step 1.5 — background music, vocal tracks, covers, stem extraction for video production. Use when generating music, soundtracks, jingles, or working with audio stems. Triggers include background music, soundtrack, jingle, music generation, stem extraction, cover, style transfer, or musical composition tasks.
日本語の概要は準備中です。原文の説明を表示しています。
Build voice AI agents with ElevenLabs. Use when creating voice assistants, customer service bots, interactive voice characters, or any real-time voice conversation experience.
日本語の概要は準備中です。原文の説明を表示しています。
Generate AI videos from text prompts using multiple provider gateways. Use when: (1) Generating videos from text descriptions, (2) Creating AI-generated video clips for content production, (3) Image-to-video generation with a reference image, (4) Choosing between video generation providers (VEO, Kling, Sora, Runway, Seedance, MiniMax, Gemini Omni). Supports gateways: HeyGen API, fal.ai API, and the Gemini API (Gemini Omni Flash).
日本語の概要は準備中です。原文の説明を表示しています。
Generate AI videos from text prompts using multiple provider gateways. Use when: (1) Generating videos from text descriptions, (2) Creating AI-generated video clips for content production, (3) Image-to-video generation with a reference image, (4) Choosing between video generation providers (VEO, Kling, Sora, Runway, Seedance, MiniMax, Gemini Omni). Supports gateways: HeyGen API, fal.ai API, Kling official direct API, and the Gemini API (Gemini Omni Flash).
日本語の概要は準備中です。原文の説明を表示しています。
Generate or edit images and videos through the Atlas Cloud gateway. Use for Atlas-hosted Seedance 2.5/2.0, Gemini Omni Flash, MiniMax H3, Seedream 5.0, GPT Image 2, Nano Banana 2, or when one ATLASCLOUD_API_KEY should access multiple media model families.
日本語の概要は準備中です。原文の説明を表示しています。