
threejs-textures
Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
- Installs
- 1.1K
- Last 24h
- +12
- Trending rank
- #7971
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/calesthio/openmontage --skill threejs-textures- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads threejs-textures automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
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;
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 maps)
// Required for aoMap
geometry.setAttribute("uv2", geometry.attributes.uv);
// Or create custom second UV
const uv2 = new Float32Array(vertexCount * 2);
// ... fill uv2 data
geometry.setAttribute("uv2", new THREE.BufferAttribute(uv2, 2));
UV Transform in Shader
const material = new THREE.ShaderMaterial({
uniforms: {
map: { value: texture },
uvOffset: { value: new THREE.Vector2(0, 0) },
uvScale: { value: new THREE.Vector2(1, 1) },
},
vertexShader: `
varying vec2 vUv;
uniform vec2 uvOffset;
uniform vec2 uvScale;
void main() {
vUv = uv * uvScale + uvOffset;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
varying vec2 vUv;
uniform sampler2D map;
void main() {
gl_FragColor = texture2D(map, vUv);
}
`,
});
Texture Atlas
Multiple images in one texture.
// Atlas with 4 sprites (2x2 grid)
const atlas = loader.load("atlas.png");
atlas.wrapS = THREE.ClampToEdgeWrapping;
atlas.wrapT = THREE.ClampToEdgeWrapping;
// Select sprite by UV offset/scale
function selectSprite(row, col, gridSize = 2) {
atlas.offset.set(col / gridSize, 1 - (row + 1) / gridSize);
atlas.repeat.set(1 / gridSize, 1 / gridSize);
}
// Select top-left sprite
selectSprite(0, 0);
Material Texture Maps
PBR Texture Set
const material = new THREE.MeshStandardMaterial({
// Base color (sRGB)
map: colorTexture,
// Surface detail (Linear)
normalMap: normalTexture,
normalScale: new THREE.Vector2(1, 1),
// Roughness (Linear, grayscale)
roughnessMap: roughnessTexture,
roughness: 1, // Multiplier
// Metalness (Linear, grayscale)
metalnessMap: metalnessTexture,
metalness: 1, // Multiplier
// Ambient occlusion (Linear, uses uv2)
aoMap: aoTexture,
aoMapIntensity: 1,
// Self-illumination (sRGB)
emissiveMap: emissiveTexture,
emissive: 0xffffff,
emissiveIntensity: 1,
// Vertex displacement (Linear)
displacementMap: displacementTexture,
displacementScale: 0.1,
displacementBias: 0,
// Alpha (Linear)
alphaMap: alphaTexture,
transparent: true,
});
// Don't forget UV2 for AO
geometry.setAttribute("uv2", geometry.attributes.uv);
Normal Map Types
// OpenGL style normals (default)
material.normalMapType = THREE.TangentSpaceNormalMap;
// Object space normals
material.normalMapType = THREE.ObjectSpaceNormalMap;
Procedural Textures
Noise Texture
function generateNoiseTexture(size = 256) {
const data = new Uint8Array(size * size * 4);
for (let i = 0; i < size * size; i++) {
const value = Math.random() * 255;
data[i * 4] = value;
data[i * 4 + 1] = value;
data[i * 4 + 2] = value;
data[i * 4 + 3] = 255;
}
const texture = new THREE.DataTexture(data, size, size);
texture.needsUpdate = true;
return texture;
}
Gradient Texture
function generateGradientTexture(color1, color2, size = 256) {
const canvas = document.createElement("canvas");
canvas.width = size;
canvas.height = 1;
const ctx = canvas.getContext("2d");
const gradient = ctx.createLinearGradient(0, 0, size, 0);
gradient.addColorStop(0, color1);
gradient.addColorStop(1, color2);
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, size, 1);
return new THREE.CanvasTexture(canvas);
}
Texture Memory Management
Dispose Textures
// Single texture
texture.dispose();
// Material textures
function disposeMaterial(material) {
const maps = [
"map",
"normalMap",
"roughnessMap",
"metalnessMap",
"aoMap",
"emissiveMap",
"displacementMap",
"alphaMap",
"envMap",
"lightMap",
"bumpMap",
"specularMap",
];
maps.forEach((mapName) => {
if (material[mapName]) {
material[mapName].dispose();
}
});
material.dispose();
}
Texture Pooling
class TexturePool {
constructor() {
this.textures = new Map();
this.loader = new THREE.TextureLoader();
}
async get(url) {
if (this.textures.has(url)) {
return this.textures.get(url);
}
const texture = await new Promise((resolve, reject) => {
this.loader.load(url, resolve, undefined, reject);
});
this.textures.set(url, texture);
return texture;
}
dispose(url) {
const texture = this.textures.get(url);
if (texture) {
texture.dispose();
this.textures.delete(url);
}
}
disposeAll() {
this.textures.forEach((t) => t.dispose());
this.textures.clear();
}
}
Performance Tips
- Use power-of-2 dimensions: 256, 512, 1024, 2048
- Compress textures: KTX2/Basis for web delivery
- Use texture atlases: Reduce texture switches
- Enable mipmaps: For distant objects
- Limit texture size: 2048 usually sufficient for web
- Reuse textures: Same texture = better batching
// Check texture memory
console.log(renderer.info.memory.textures);
// Optimize for mobile
const maxSize = renderer.capabilities.maxTextureSize;
const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent);
const textureSize = isMobile ? 1024 : 2048;
See Also
threejs-materials- Applying textures to materialsthreejs-loaders- Loading texture filesthreejs-shaders- Custom texture sampling
FAQ
What does the threejs-textures skill do?
Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
How do I install threejs-textures?
Run npx skills add https://github.com/calesthio/openmontage --skill threejs-textures in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/threejs-textures/ (personal) or .claude/skills/threejs-textures/ (project).
Which AI agents can use threejs-textures?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is threejs-textures safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains threejs-textures?
It is published by calesthio in calesthio/openmontage. It has 1,050 recorded installs.
More from calesthio/openmontage
video-edit
calesthio/openmontage
Edit videos locally using ffmpeg. Trim, concat, resize, speed, overlay, extract audio, compress, and convert. Use when: (1) Trimming or cutting video segments, (2) Concatenating multiple clips, (3) Resizing video for social platforms, (4) Extracting or replacing audio, (5) Compressing video, (6) Converting video formats, (7) Getting video info.
video-understand
calesthio/openmontage
Understand video content locally using ffmpeg frame extraction and Whisper transcription. No API keys needed. Use when: (1) Understanding what a video contains, (2) Transcribing video audio locally, (3) Extracting key frames for visual analysis, (4) Getting video content without API keys.
svg-character-animation
calesthio/openmontage
Animate SVG character rigs with GSAP, CSS transforms, Remotion frame control, and HyperFrames-compatible browser previews.
ai-video-gen
calesthio/openmontage
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).
video-download
calesthio/openmontage
Download video and audio from YouTube and 1000+ sites using yt-dlp. No API keys needed. Use when: (1) Downloading a video from YouTube or other sites, (2) Extracting audio from a video URL, (3) Downloading subtitles/captions from a video, (4) Getting video metadata without downloading.
remotion
calesthio/openmontage
Toolkit-specific Remotion patterns — custom transitions, shared components, and project conventions. For core Remotion framework knowledge (hooks, animations, rendering, etc.), see the remotion-official skill.
Popular media & creative skills
hyperframes
heygen-com/hyperframes
Read first to make, edit, animate or render any video with HyperFrames (HTML rendered to video), including launch films, explainers, music videos, charts, maps, vertical clips, title cards, captions and overlays. Holds the render contract, the work loop and what each kind of video needs.
media-use
heygen-com/hyperframes
Get or make any media for a HyperFrames video - music, sound effects, images, icons, logos, voiceover, avatar and generated video, transcripts, cutouts, colour grades and looks - with HeyGen or free local tools, and mix placed audio. Also for footage that looks dark, flat or dull, or should be stylized or hidden.
hyperframes-registry
heygen-com/hyperframes
About 450 ready-made HyperFrames blocks and components installed as editable source - transitions, overlays, titles, kinetic type, captions, charts, map overlays, 3D, camera moves. Use it before hand-building any named visual (CRT scanlines, glitch, film grain, a chart); also for hyperframes add and catalog.
hyperframes-creative
heygen-com/hyperframes
Non-animation creative direction for HyperFrames videos. Use for design spec (frame.md / design.md) handling, palettes, typography, narration, beat planning, audio-reactive visuals, composition patterns, and brand / style decisions. For atomic motion patterns and scene blueprints, use hyperframes-animation.
ai-video-generation
101-skills/superpowers
Generate AI videos with Google Veo, Seedance 2.0, HappyHorse, Wan, Grok and 40+ models via inference.sh CLI. Models: Veo 3.1, Veo 3, Seedance 2.0, HappyHorse 1.0, Wan 2.5, Grok Imagine Video, OmniHuman, Fabric, HunyuanVideo. Capabilities: text-to-video, image-to-video, reference-to-video, video editing, lipsync, avatar animation, video upscaling, foley sound. Use for: social media videos, marketing content, explainer videos, product demos, AI avatars. Triggers: video generation, ai video, text to video, image to video, veo, animate image, video from image, ai animation, video generator, generate video, t2v, i2v, ai video maker, create video with ai, runway alternative, pika alternative, sora alternative, kling alternative, seedance, happyhorse
ai-image-generation
101-skills/superpowers
Generate AI images with GPT-Image-2, FLUX, Gemini, Grok, Seedream, Reve and 50+ models via inference.sh CLI. Models: GPT-Image-2, FLUX Dev LoRA, FLUX.2 Klein LoRA, Gemini 3 Pro Image, Grok Imagine, Seedream 4.5, Reve, ImagineArt. Capabilities: text-to-image, image-to-image, inpainting, LoRA, image editing, upscaling, text rendering. Use for: AI art, product mockups, concept art, social media graphics, marketing visuals, illustrations. Triggers: flux, image generation, ai image, text to image, stable diffusion, generate image, ai art, midjourney alternative, dall-e alternative, text2img, t2i, image generator, ai picture, create image with ai, generative ai, ai illustration, grok image, gemini image, gpt image, openai image, chatgpt image