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threejs-textures Checked

Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when worki…
⚡ Productivity skills By calesthio Version v1.0.0 Added 2026-09-07 Updated 2026-09-07 Source ↗
7.7Overall rating
2Views
6Downloads
56.5kStars

Installation

🤖 Install via AI

Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.

Install the "threejs-textures" skill by following the instructions at https://skill123.me/install/threejs-textures.
⌨️ Command line install

Run in your terminal — downloads and installs to ~/.claude/skills/.

curl -fsSL https://skill123.me/install/threejs-textures.sh | bash
📦 Download ZIP

Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.

⬇ Download v1.0.0 · 4 KB
📊 Static rating
7.7/10
Trigger
7.0
Structure
6.7
Workflow
5.6
Content
9.0
Engineering
10.0
Security
10.0

Six-dimension rubric with reviewer rationale.

View scorecard ↓
🛡 Dynamic test
—

Not live-tested yet — this skill is rated on static analysis only.

About this skill

Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.

Three.js Textures

Documentation

Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.

Three.js Textures

Quick Start


import * as THREE from "three";

// Load texture
const loader = new THREE.TextureLoader();
const texture = loader.load("texture.jpg");

// Apply to material
const material = new THREE.MeshStandardMaterial({
  map: texture,
});

Texture Loading

### Basic Loading


const loader = new THREE.TextureLoader();

// Async with callbacks
loader.load(
  "texture.jpg",
  (texture) => console.log("Loaded"),
  (progress) => console.log("Progress"),
  (error) => console.error("Error"),
);

// Synchronous style (loads async internally)
const texture = loader.load("texture.jpg");
material.map = texture;

### Promise Wrapper


function loadTexture(url) {
  return new Promise((resolve, reject) => {
    new THREE.TextureLoader().load(url, resolve, undefined, reject);
  });
}

// Usage
const [colorMap, normalMap, roughnessMap] = await Promise.all([
  loadTexture("color.jpg"),
  loadTexture("normal.jpg"),
  loadTexture("roughness.jpg"),
]);

Texture Configuration

### Color Space

Critical for accurate color reproduction.


// Color/albedo textures - use sRGB
colorTexture.colorSpace = THREE.SRGBColorSpace;

// Data textures (normal, roughness, metalness, AO) - leave as default
// Do NOT set colorSpace for data textures (NoColorSpace is default)

### Wrapping Modes


texture.wrapS = THREE.RepeatWrapping; // Horizontal
texture.wrapT = THREE.RepeatWrapping; // Vertical

// Options:
// THREE.ClampToEdgeWrapping - Stretches edge pixels (default)
// THREE.RepeatWrapping - Tiles the texture
// THREE.MirroredRepeatWrapping - Tiles with mirror flip

### Repeat, Offset, Rotation


// Tile texture 4x4
texture.repeat.set(4, 4);
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;

// Offset (0-1 range)
texture.offset.set(0.5, 0.5);

// Rotation (radians, around center)
texture.rotation = Math.PI / 4;
texture.center.set(0.5, 0.5); // Rotation pivot

### Filtering


// Minification (texture larger than screen pixels)
texture.minFilter = THREE.LinearMipmapLinearFilter; // Default, smooth
texture.minFilter = THREE.NearestFilter; // Pixelated
texture.minFilter = THREE.LinearFilter; // Smooth, no mipmaps

// Magnification (texture smaller than screen pixels)
texture.magFilter = THREE.LinearFilter; // Smooth (default)
texture.magFilter = THREE.NearestFilter; // Pixelated (retro games)

// Anisotropic filtering (sharper at angles)
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();

### Generate Mipmaps


// Usually true by default
texture.generateMipmaps = true;

// Disable for non-power-of-2 textures or data textures
texture.generateMipmaps = false;
texture.minFilter = THREE.LinearFilter;
View full documentation

Texture Types

### Regular Texture


const texture = new THREE.Texture(image);
texture.needsUpdate = true;

### Data Texture

Create texture from raw data.


// Create gradient texture
const size = 256;
const data = new Uint8Array(size * size * 4);

for (let i = 0; i < size; i++) {
  for (let j = 0; j < size; j++) {
    const index = (i * size + j) * 4;
    data[index] = i; // R
    data[index + 1] = j; // G
    data[index + 2] = 128; // B
    data[index + 3] = 255; // A
  }
}

const texture = new THREE.DataTexture(data, size, size);
texture.needsUpdate = true;

### Canvas Texture


const canvas = document.createElement("canvas");
canvas.width = 256;
canvas.height = 256;
const ctx = canvas.getContext("2d");

// Draw on canvas
ctx.fillStyle = "red";
ctx.fillRect(0, 0, 256, 256);
ctx.fillStyle = "white";
ctx.font = "48px Arial";
ctx.fillText("Hello", 50, 150);

const texture = new THREE.CanvasTexture(canvas);

// Update when canvas changes
texture.needsUpdate = true;

### Video Texture


const video = document.createElement("video");
video.src = "video.mp4";
video.loop = true;
video.muted = true;
video.play();

const texture = new THREE.VideoTexture(video);
texture.colorSpace = THREE.SRGBColorSpace;

// No need to set needsUpdate - auto-updates

### Compressed Textures


import { KTX2Loader } from "three/examples/jsm/loaders/KTX2Loader.js";

const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath("path/to/basis/");
ktx2Loader.detectSupport(renderer);

ktx2Loader.load("texture.ktx2", (texture) => {
  material.map = texture;
});

Cube Textures

For environment maps and skyboxes.

### CubeTextureLoader


const loader = new THREE.CubeTextureLoader();
const cubeTexture = loader.load([
  "px.jpg",
  "nx.jpg", // +X, -X
  "py.jpg",
  "ny.jpg", // +Y, -Y
  "pz.jpg",
  "nz.jpg", // +Z, -Z
]);

// As background
scene.background = cubeTexture;

// As environment map
scene.environment = cubeTexture;
material.envMap = cubeTexture;

### Equirectangular to Cubemap


import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";

const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();

new RGBELoader().load("environment.hdr", (texture) => {
  const envMap = pmremGenerator.fromEquirectangular(texture).texture;
  scene.environment = envMap;
  scene.background = envMap;

  texture.dispose();
  pmremGenerator.dispose();
});

HDR Textures

### RGBELoader


import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";

const loader = new RGBELoader();
loader.load("environment.hdr", (texture) => {
  texture.mapping = THREE.EquirectangularReflectionMapping;
  scene.environment = texture;
  scene.background = texture;
});

### EXRLoader


import { EXRLoader } from "three/examples/jsm/loaders/EXRLoader.js";

const loader = new EXRLoader();
loader.load("environment.exr", (texture) => {
  texture.mapping = THREE.EquirectangularReflectionMapping;
  scene.environment = texture;
});

### Background Options


scene.background = texture;
scene.backgroundBlurriness = 0.5; // 0-1, blur background
scene.backgroundIntensity = 1.0; // Brightness
scene.backgroundRotation.y = Math.PI; // Rotate background

Render Targets

Render to texture for effects.


// Create render target
const renderTarget = new THREE.WebGLRenderTarget(512, 512, {
  minFilter: THREE.LinearFilter,
  magFilter: THREE.LinearFilter,
  format: THREE.RGBAFormat,
});

// Render scene to target
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(null); // Back to screen

// Use as texture
material.map = renderTarget.texture;

### Depth Texture


const renderTarget = new THREE.WebGLRenderTarget(512, 512);
renderTarget.depthTexture = new THREE.DepthTexture(
  512,
  512,
  THREE.UnsignedShortType,
);

// Access depth
const depthTexture = renderTarget.depthTexture;

### Multi-Sample Render Target


const renderTarget = new THREE.WebGLRenderTarget(512, 512, {
  samples: 4, // MSAA
});

CubeCamera

Dynamic environment maps for reflections.


const cubeRenderTarget = new THREE.WebGLCubeRenderTarget(256, {
  generateMipmaps: true,
  minFilter: THREE.LinearMipmapLinearFilter,
});

const cubeCamera = new THREE.CubeCamera(0.1, 1000, cubeRenderTarget);
scene.add(cubeCamera);

// Apply to reflective material
reflectiveMaterial.envMap = cubeRenderTarget.texture;

// Update in animation loop (expensive!)
function animate() {
  // Hide reflective object, update env map, show again
  reflectiveObject.visible = false;
  cubeCamera.position.copy(reflectiveObject.position);
  cubeCamera.update(renderer, scene);
  reflectiveObject.visible = true;
}

UV Mapping

### Accessing UVs


const uvs = geometry.attributes.uv;

// Read UV
const u = uvs.getX(vertexIndex);
const v = uvs.getY(vertexIndex);

// Modify UV
uvs.setXY(vertexIndex, newU, newV);
uvs.needsUpdate = true;

### Second UV Channel (for AO ma

Score breakdown

Trigger
7.0
Clear What/When with texture keywords, but no When-Not exclusion for 1.4.
Structure
6.7
628 lines exceeds the 500-line guidance with nothing offloaded to references; no progressive disclosure design.
Workflow
5.6
Topic-organized snippet cookbook rather than task workflow; no verification loop and minimal error handling.
Content
9.0
Accurate, concise code snippets with inline comments; consistent formatting throughout.
Engineering
10.0
Valid frontmatter; no scripts; See Also sibling-skill references all exist.
Security
10.0
Pure client-side rendering knowledge; no network, secrets, or injection.
Useful Three.js texture cookbook with accurate modern API snippets, but it is a 628-line topic reference with no offload, no workflow and no When-Not boundary.