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Skills/enzed/r3f-skills/r3f-textures
r3f-textures logo

r3f-textures

enzed/r3f-skills
648 installs92 stars
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Installation

npx skills add https://github.com/enzed/r3f-skills --skill r3f-textures

Summary

React Three Fiber textures - useTexture, texture loading, environment maps, texture configuration. Use when loading images, working with PBR texture sets, cubemaps, HDR environments, or optimizing texture usage.

SKILL.md

React Three Fiber Textures

Quick Start

import { Canvas } from '@react-three/fiber'
import { useTexture } from '@react-three/drei'

function TexturedBox() {
  const texture = useTexture('/textures/wood.jpg')

  return (
    <mesh>
      <boxGeometry />
      <meshStandardMaterial map={texture} />
    </mesh>
  )
}

export default function App() {
  return (
    <Canvas>
      <ambientLight />
      <TexturedBox />
    </Canvas>
  )
}

useTexture Hook (Drei)

The recommended way to load textures in R3F.

Single Texture

import { useTexture } from '@react-three/drei'

function SingleTexture() {
  const texture = useTexture('/textures/color.jpg')

  return (
    <mesh>
      <planeGeometry args={[5, 5]} />
      <meshBasicMaterial map={texture} />
    </mesh>
  )
}

Multiple Textures (Array)

function MultipleTextures() {
  const [colorMap, normalMap, roughnessMap] = useTexture([
    '/textures/color.jpg',
    '/textures/normal.jpg',
    '/textures/roughness.jpg',
  ])

  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <meshStandardMaterial
        map={colorMap}
        normalMap={normalMap}
        roughnessMap={roughnessMap}
      />
    </mesh>
  )
}

Named Object (Recommended for PBR)

function PBRTextures() {
  // Named object automatically spreads to material
  const textures = useTexture({
    map: '/textures/color.jpg',
    normalMap: '/textures/normal.jpg',
    roughnessMap: '/textures/roughness.jpg',
    metalnessMap: '/textures/metalness.jpg',
    aoMap: '/textures/ao.jpg',
    displacementMap: '/textures/displacement.jpg',
  })

  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <meshStandardMaterial
        {...textures}
        displacementScale={0.1}
      />
    </mesh>
  )
}

With Texture Configuration

import { useTexture } from '@react-three/drei'
import * as THREE from 'three'

function ConfiguredTextures() {
  const textures = useTexture({
    map: '/textures/color.jpg',
    normalMap: '/textures/normal.jpg',
  }, (textures) => {
    // Configure textures after loading
    Object.values(textures).forEach(texture => {
      texture.wrapS = texture.wrapT = THREE.RepeatWrapping
      texture.repeat.set(4, 4)
    })
  })

  return (
    <mesh>
      <planeGeometry args={[10, 10]} />
      <meshStandardMaterial {...textures} />
    </mesh>
  )
}

Preloading

import { useTexture } from '@react-three/drei'

// Preload at module level
useTexture.preload('/textures/hero.jpg')
useTexture.preload(['/tex1.jpg', '/tex2.jpg'])

function Component() {
  // Will be instant if preloaded
  const texture = useTexture('/textures/hero.jpg')
}

useLoader (Core R3F)

For more control over loading.

import { useLoader } from '@react-three/fiber'
import { TextureLoader } from 'three'

function WithUseLoader() {
  const texture = useLoader(TextureLoader, '/textures/color.jpg')

  // Multiple textures
  const [color, normal] = useLoader(TextureLoader, [
    '/textures/color.jpg',
    '/textures/normal.jpg',
  ])

  return (
    <mesh>
      <boxGeometry />
      <meshStandardMaterial map={color} normalMap={normal} />
    </mesh>
  )
}

// Preload
useLoader.preload(TextureLoader, '/textures/color.jpg')

Texture Configuration

Wrapping Modes

import * as THREE from 'three'

function ConfigureWrapping() {
  const texture = useTexture('/textures/tile.jpg', (tex) => {
    // Wrapping
    tex.wrapS = THREE.RepeatWrapping      // Horizontal: ClampToEdgeWrapping, RepeatWrapping, MirroredRepeatWrapping
    tex.wrapT = THREE.RepeatWrapping      // Vertical

    // Repeat
    tex.repeat.set(4, 4)                  // Tile 4x4

    // Offset
    tex.offset.set(0.5, 0.5)              // Shift UV

    // Rotation
    tex.rotation = Math.PI / 4            // Rotate 45 degrees
    tex.center.set(0.5, 0.5)              // Rotation pivot
  })

  return (
    <mesh>
      <planeGeometry args={[10, 10]} />
      <meshStandardMaterial map={texture} />
    </mesh>
  )
}

Filtering

function ConfigureFiltering() {
  const texture = useTexture('/textures/color.jpg', (tex) => {
    // Minification (texture larger than screen pixels)
    tex.minFilter = THREE.LinearMipmapLinearFilter  // Smooth with mipmaps (default)
    tex.minFilter = THREE.NearestFilter             // Pixelated
    tex.minFilter = THREE.LinearFilter              // Smooth, no mipmaps

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

    // Anisotropic filtering (sharper at angles)
    tex.anisotropy = 16  // Usually renderer.capabilities.getMaxAnisotropy()

    // Generate mipmaps
    tex.generateMipmaps = true  // Default
  })
}

Color Space

Important for accurate colors.

function ConfigureColorSpace() {
  const [colorMap, normalMap, roughnessMap] = useTexture([
    '/textures/color.jpg',
    '/textures/normal.jpg',
    '/textures/roughness.jpg',
  ], (textures) => {
    // Color/albedo textures should use sRGB
    textures[0].colorSpace = THREE.SRGBColorSpace

    // Data textures (normal, roughness, metalness, ao) use Linear
    // This is the default, so usually no action needed
    // textures[1].colorSpace = THREE.LinearSRGBColorSpace
    // textures[2].colorSpace = THREE.LinearSRGBColorSpace
  })
}

Environment Maps

useEnvironment Hook

import { useEnvironment, Environment } from '@react-three/drei'

// Use as texture
function EnvMappedSphere() {
  const envMap = useEnvironment({ preset: 'sunset' })

  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <meshStandardMaterial
        metalness={1}
        roughness={0}
        envMap={envMap}
      />
    </mesh>
  )
}

// Or use Environment component for scene-wide
function Scene() {
  return (
    <>
      <Environment preset="sunset" background />
      <Mesh />
    </>
  )
}

HDR Environment

import { useEnvironment } from '@react-three/drei'

function HDREnvironment() {
  const envMap = useEnvironment({ files: '/hdri/studio.hdr' })

  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <meshStandardMaterial
        metalness={1}
        roughness={0}
        envMap={envMap}
        envMapIntensity={1}
      />
    </mesh>
  )
}

Cube Map

import { useCubeTexture } from '@react-three/drei'

function CubeMapTexture() {
  const envMap = useCubeTexture(
    ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],
    { path: '/textures/cube/' }
  )

  return (
    <mesh>
      <sphereGeometry args={[1, 64, 64]} />
      <meshStandardMaterial envMap={envMap} metalness={1} roughness={0} />
    </mesh>
  )
}

Video Textures

import { useVideoTexture } from '@react-three/drei'

function VideoPlane() {
  const texture = useVideoTexture('/videos/sample.mp4', {
    start: true,
    loop: true,
    muted: true,
  })

  return (
    <mesh>
      <planeGeometry args={[16, 9].map(x => x * 0.5)} />
      <meshBasicMaterial map={texture} toneMapped={false} />
    </mesh>
  )
}

Canvas Textures

import { useRef, useEffect } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'

function CanvasTexture() {
  const meshRef = useRef()
  const textureRef = useRef()

  useEffect(() => {
    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)

    textureRef.current = new THREE.CanvasTexture(canvas)
  }, [])

  // Update texture dynamically
  useFrame(({ clock }) => {
    if (textureRef.current) {
      const canvas = textureRef.current.image
      const ctx = canvas.getContext('2d')
      ctx.fillStyle = `hsl(${clock.elapsedTime * 50}, 100%, 50%)`
      ctx.fillRect(0, 0, 256, 256)
      textureRef.current.needsUpdate = true
    }
  })

  return (
    <mesh ref={meshRef}>
      <planeGeometry args={[2, 2]} />
      <meshBasicMaterial map={textureRef.current} />
    </mesh>
  )
}

Data Textures

import { useMemo } from 'react'
import * as THREE from 'three'

function NoiseTexture() {
  const texture = useMemo(() => {
    const 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
  }, [])

  return (
    <mesh>
      <planeGeometry args={[2, 2]} />
      <meshBasicMaterial map={texture} />
    </mesh>
  )
}

Render Targets

Render to texture.

import { useFBO } from '@react-three/drei'
import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'

function RenderToTexture() {
  const fbo = useFBO(512, 512)
  const meshRef = useRef()
  const otherSceneRef = useRef()

  useFrame(({ gl, camera }) => {
    // Render other scene to FBO
    gl.setRenderTarget(fbo)
    gl.render(otherSceneRef.current, camera)
    gl.setRenderTarget(null)
  })

  return (
    <>
      {/* Scene to render to texture */}
      <group ref={otherSceneRef}>
        <mesh position={[0, 0, -5]}>
          <sphereGeometry args={[1, 32, 32]} />
          <meshStandardMaterial color="red" />
        </mesh>
      </group>

      {/* Display the texture */}
      <mesh ref={meshRef}>
        <planeGeometry args={[4, 4]} />
        <meshBasicMaterial map={fbo.texture} />
      </mesh>
    </>
  )
}

Texture Atlas / Sprite Sheet

import { useTexture } from '@react-three/drei'
import { useState } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'

function SpriteAnimation() {
  const texture = useTexture('/textures/spritesheet.png')
  const [frame, setFrame] = useState(0)

  // Configure texture
  texture.wrapS = texture.wrapT = THREE.ClampToEdgeWrapping
  texture.repeat.set(1/4, 1/4)  // 4x4 sprite sheet

  useFrame(({ clock }) => {
    const newFrame = Math.floor(clock.elapsedTime * 10) % 16
    if (newFrame !== frame) {
      setFrame(newFrame)
      const col = newFrame % 4
      const row = Math.floor(newFrame / 4)
      texture.offset.set(col / 4, 1 - (row + 1) / 4)
    }
  })

  return (
    <mesh>
      <planeGeometry args={[1, 1]} />
      <meshBasicMaterial map={texture} transparent />
    </mesh>
  )
}

Material Texture Maps Reference

<meshStandardMaterial
  // Base color (sRGB)
  map={colorTexture}

  // Surface detail (Linear)
  normalMap={normalTexture}
  normalScale={[1, 1]}

  // Roughness (Linear, grayscale)
  roughnessMap={roughnessTexture}
  roughness={1}  // Multiplier

  // Metalness (Linear, grayscale)
  metalnessMap={metalnessTexture}
  metalness={1}  // Multiplier

  // Ambient Occlusion (Linear, requires uv2)
  aoMap={aoTexture}
  aoMapIntensity={1}

  // Self-illumination (sRGB)
  emissiveMap={emissiveTexture}
  emissive="#ffffff"
  emissiveIntensity={1}

  // Vertex displacement (Linear)
  displacementMap={displacementTexture}
  displacementScale={0.1}
  displacementBias={0}

  // Alpha (Linear)
  alphaMap={alphaTexture}
  transparent={true}

  // Environment reflection
  envMap={envTexture}
  envMapIntensity={1}

  // Lightmap (requires uv2)
  lightMap={lightmapTexture}
  lightMapIntensity={1}
/>

Second UV Channel (for AO/Lightmaps)

import { useEffect, useRef } from 'react'

function MeshWithUV2() {
  const meshRef = useRef()

  useEffect(() => {
    // Copy uv to uv2 for aoMap/lightMap
    const geometry = meshRef.current.geometry
    geometry.setAttribute('uv2', geometry.attributes.uv)
  }, [])

  return (
    <mesh ref={meshRef}>
      <boxGeometry />
      <meshStandardMaterial
        aoMap={aoTexture}
        aoMapIntensity={1}
      />
    </mesh>
  )
}

Suspense Loading

import { Suspense } from 'react'
import { useTexture } from '@react-three/drei'

function TexturedMesh() {
  const texture = useTexture('/textures/large.jpg')
  return (
    <mesh>
      <boxGeometry />
      <meshStandardMaterial map={texture} />
    </mesh>
  )
}

function Fallback() {
  return (
    <mesh>
      <boxGeometry />
      <meshBasicMaterial color="gray" wireframe />
    </mesh>
  )
}

function Scene() {
  return (
    <Suspense fallback={<Fallback />}>
      <TexturedMesh />
    </Suspense>
  )
}

Performance Tips

  1. Use power-of-2 dimensions: 256, 512, 1024, 2048
  2. Compress textures: Use KTX2/Basis for web
  3. Enable mipmaps: For distant objects
  4. Limit texture size: 2048 usually sufficient
  5. Reuse textures: Same texture = better batching
  6. Preload important textures: Avoid pop-in
// Preload critical textures
useTexture.preload('/textures/hero.jpg')

// Check texture memory
useFrame(({ gl }) => {
  console.log('Textures:', gl.info.memory.textures)
})

// Dispose unused textures (R3F usually handles this)
texture.dispose()

See Also

  • r3f-materials - Applying textures to materials
  • r3f-loaders - Asset loading patterns
  • r3f-shaders - Custom texture sampling

Score

0–100
63/ 100

Grade

C

Popularity15/30

648 installs — growing adoption.

Completeness27/30

Documented: full SKILL.md body, description, one-line install. Missing: category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

R3f Textures skill score badge previewScore badge

Markdown

[![R3f Textures skill](https://www.remoteopenclaw.com/skills/enzed/r3f-skills/r3f-textures/badges/score.svg)](https://www.remoteopenclaw.com/skills/enzed/r3f-skills/r3f-textures)

HTML

<a href="https://www.remoteopenclaw.com/skills/enzed/r3f-skills/r3f-textures"><img src="https://www.remoteopenclaw.com/skills/enzed/r3f-skills/r3f-textures/badges/score.svg" alt="R3f Textures skill"/></a>

R3f Textures FAQ

How do I install the R3f Textures skill?

Run “npx skills add https://github.com/enzed/r3f-skills --skill r3f-textures” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the R3f Textures skill do?

React Three Fiber textures - useTexture, texture loading, environment maps, texture configuration. Use when loading images, working with PBR texture sets, cubemaps, HDR environments, or optimizing texture usage. The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the R3f Textures skill free?

Yes. R3f Textures is a free, open-source skill published from enzed/r3f-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does R3f Textures work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so R3f Textures works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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