threejs-materials

threejs-materials is a skill for Claude Code from fmflurry/settings-opencode. It costs 40 tokens per session (3,511 once invoked), scanned A, original, MIT.

A guide to materials in Three.js, which control how 3D objects look under lighting. It covers simple, realistic, cartoon, transparent, and custom shader-based materials.

In plain words
What is it for?
Use it to color meshes, add textures, set roughness or metalness, create shiny or cartoon surfaces, and build custom materials.
Why use it?
It helps you choose how surfaces should respond to light and avoid using a more complex material when a simpler one is enough.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to color meshes, add textures, set roughness or metalness, create shiny or cartoon surfaces, and build custom materials.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/fmflurry/settings-opencode/threejs-materials
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add fmflurry/settings-opencode --skill threejs-materials
Clone the repo
git clone --depth 1 https://github.com/fmflurry/settings-opencode

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for threejs-materials

README.md
[![agentmods](https://agentmods.dev/badge/skills/fmflurry/settings-opencode/threejs-materials/github.svg)](https://agentmods.dev/skills/fmflurry/settings-opencode/threejs-materials)
Your own site
<a href="https://agentmods.dev/skills/fmflurry/settings-opencode/threejs-materials"><img src="https://agentmods.dev/badge/skills/fmflurry/settings-opencode/threejs-materials/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for threejs-materials

Your own site · 80×15
<a href="https://agentmods.dev/skills/fmflurry/settings-opencode/threejs-materials"><img src="https://agentmods.dev/badge/skills/fmflurry/settings-opencode/threejs-materials.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,511 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00040 $0.03511
Opus 5.5 $0.00016 $0.01404
Sonnet 5.5 $0.00008 $0.00702
Haiku 4.5 $0.00004 $0.00351

Measured 27d ago against content hash d5846d1b8254, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

threejs-materials scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 27d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

6 near-identical copies found in the catalogue:

.claude/skills/threejs-materials/SKILL.md · 521 lines

How it starts

The opening of the file, as written. The whole thing — 521 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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,
});

Read the full file on GitHub · 521 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 27d ago First seen · 521 lines · 40 tokens per session scan A d5846d1b8254

Subscribe to this mod's changes

threejs-materials is a skill published in the GitHub repository fmflurry/settings-opencode (171 stars, last pushed 2d ago), licensed MIT. It adds 40 tokens to every session and 3,511 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-20.

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