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threejs-textures

Configure images and videos as surface textures in Three.js, and use environment images for backgrounds and reflections. Adjust placement, color settings, repetition, and filtering, then manage texture memory through compression, reuse, and disposal.

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원문원문 설명 보기

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

설치 방법 보기

이럴 때 유용합니다

  • Adjust image placement and tiling on 3D surfaces
  • Use HDR images for backgrounds and reflections
  • Apply video or Canvas content to a 3D surface
  • Reduce texture memory use through compression and reuse

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  • SKILL.md13.3 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

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

  1. Use power-of-2 dimensions: 256, 512, 1024, 2048
  2. Compress textures: KTX2/Basis for web delivery
  3. Use texture atlases: Reduce texture switches
  4. Enable mipmaps: For distant objects
  5. Limit texture size: 2048 usually sufficient for web
  6. 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 materials
  • threejs-loaders - Loading texture files
  • threejs-shaders - Custom texture sampling

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