Title: Three.js Materials Description: Materials in Three.js This article is part of a series of articles about three.js. The first article is [three.js fundamentals](threejs-fundamentals.html). If you haven't read that yet and you're new to three.js you might want to consider starting there. Three.js provides several types of materials. They define how objects will appear in the scene. Which materials you use really depends on what you're trying to accomplish. There are 2 ways to set most material properties. One at creation time which we've seen before. ```js const material = new THREE.MeshPhongMaterial({ color: 0xFF0000, // red (can also use a CSS color string here) flatShading: true, }); ``` The other is after creation ```js const material = new THREE.MeshPhongMaterial(); material.color.setHSL(0, 1, .5); // red material.flatShading = true; ``` note that properties of type `THREE.Color` have multiple ways to be set. ```js material.color.set(0x00FFFF); // same as CSS's #RRGGBB style material.color.set(cssString); // any CSS color, eg 'purple', '#F32', // 'rgb(255, 127, 64)', // 'hsl(180, 50%, 25%)' material.color.set(someColor) // some other THREE.Color material.color.setHSL(h, s, l) // where h, s, and l are 0 to 1 material.color.setRGB(r, g, b) // where r, g, and b are 0 to 1 ``` And at creation time you can pass either a hex number or a CSS string ```js const m1 = new THREE.MeshBasicMaterial({color: 0xFF0000}); // red const m2 = new THREE.MeshBasicMaterial({color: 'red'}); // red const m3 = new THREE.MeshBasicMaterial({color: '#F00'}); // red const m4 = new THREE.MeshBasicMaterial({color: 'rgb(255,0,0)'}); // red const m5 = new THREE.MeshBasicMaterial({color: 'hsl(0,100%,50%)'); // red ``` So let's go over three.js's set of materials. The `MeshBasicMaterial` is not affected by lights. The `MeshLambertMaterial` computes lighting only at the vertices vs the `MeshPhongMaterial` which computes lighting at every pixel. The `MeshPhongMaterial` also supports specular highlights.
Basic
Lambert
Phong
low-poly models with same materials
The `shininess` setting of the `MeshPhongMaterial` determines the *shininess* of the specular highlight. It defaults to 30.
shininess: 0
shininess: 30
shininess: 150
Note that setting the `emissive` property to a color on either a `MeshLambertMaterial` or a `MeshPhongMaterial` and setting the `color` to black (and `shininess` to 0 for phong) ends up looking just like the `MeshBasicMaterial`.
Basic
color: 'purple'
Lambert
color: 'black'
emissive: 'purple'
Phong
color: 'black'
emissive: 'purple'
shininess: 0
Why have all 3 when `MeshPhongMaterial` can do the same things as `MeshBasicMaterial` and `MeshLambertMaterial`? The reason is the more sophisticated material takes more GPU power to draw. On a slower GPU like say a mobile phone you might want to reduce the GPU power needed to draw your scene by using one of the less complex materials. It also follows that if you don't need the extra features then use the simplest material. If you don't need the lighting and the specular highlight then use the `MeshBasicMaterial`. The `MeshToonMaterial` is similar to the `MeshPhongMaterial` with one big difference. Rather than shading smoothly it uses a gradient map (an X by 1 texture) to decide how to shade. The default uses a gradient map that is 70% brightness for the first 70% and 100% after but you can supply your own gradient map. This ends up giving a 2 tone look that looks like a cartoon.
Next up there are 2 *physically based rendering* materials. Physically Based Rendering is often abbreviated PBR. The materials above use simple math to make materials that look 3D but they aren't what actually happens in real world. The 2 PBR materials use much more complex math to come close to what actually happens in the real world. The first one is `MeshStandardMaterial`. The biggest difference between `MeshPhongMaterial` and `MeshStandardMaterial` is it uses different parameters. `MeshPhongMaterial` had a `shininess` setting. `MeshStandardMaterial` has 2 settings `roughness` and `metalness`. At a basic level [`roughness`](MeshStandardMaterial.roughness) is the opposite of `shininess`. Something that has a high roughness, like a baseball doesn't have hard reflections where as something that's not rough, like a billiard ball is very shiny. Roughness goes from 0 to 1. The other setting, [`metalness`](MeshStandardMaterial.metalness), says how metal the material is. Metals behave differently than non-metals and so this setting goes from 0, not metal at all, to 1, 100% metal. Here's a quick sample of `MeshStandardMaterial` with `roughness` from 0 to 1 across and `metalness` from 0 to 1 down.
The `MeshPhysicalMaterial` is same as the `MeshStandardMaterial` but it adds a `clearCoat` parameter that goes from 0 to 1 for how much to apply a clearcoat gloss layer and a `clearCoatRoughness` parameter that specifies how rough the gloss layer is. Here's the same grid of `roughness` by `metalness` as above but with `clearCoat` and `clearCoatRoughness` settings.
The various standard materials progress from fastest to slowest `MeshBasicMaterial` ➡ `MeshLambertMaterial` ➡ `MeshPhongMaterial` ➡ `MeshStandardMaterial` ➡ `MeshPhysicalMaterial`. The slower materials can make more realistic looking scenes but you might need to design your code to use the faster materials on low powered or mobile machines. There are 3 materials that have special uses. `ShadowMaterial` is used to get the data created from shadows. We haven't covered shadows yet. When we do we'll use this material to take a peak at what's happening behind the scenes. The `MeshDepthMaterial` renders the depth of each pixel where pixels at negative [`near`](PerspectiveCamera.near) of the camera are 0 and negative [`far`](PerspectiveCamera.far) are 1. Certain special effects can use this data which we'll get into at another time.
The `MeshNormalMaterial` will show you the *normals* of geometry. *Normals* are the direction a particular triangle or pixel faces. `MeshNormalMaterial` draws the view space normals. (the normals relative to the camera). x is red, y is green, and z is blue so things facing to the right will be red, up will be green, and toward the screen will be blue.
`ShaderMaterial` is for making custom materials using three.js shader system. `RawShaderMaterial` is for making entirely custom shaders with no help from three.js. Both of these topics are large and will be covered later. Most materials share a bunch of settings all defined by `Material`. [See the docs](Material) for all of them but let's go over two of the most commonly used properties. [`flatShading`](Material.flatShading): whether or not the object looks faceted or smooth. default = `false`.
flatShading: false
flatShading: true
[`side`](Material.side): which sides of triangles to show. The default is `THREE.FrontSide`. Other options are `THREE.BackSide` and `THREE.DoubleSide` (both sides). Most 3D objects drawn in three are probably opaque solids so the back sides (the sides facing inside the solid) do not need to be drawn. The most common reason to set `side` is for planes or other non-solid objects where it is common to see the back sides of triangles. Here are 6 planes drawn with `THREE.FrontSide` and `THREE.DoubleSide`.
side: THREE.FrontSide
side: THREE.DoubleSide
There's really a lot to consider with materials and we actually still have a bunch more to go. In particular we've mostly ignored textures which open up a whole slew of options. Before we cover textures though we need to take a break and cover [setting up your development environment](threejs-setup.html)

material.needsUpdate

This topic rarely affects most three.js apps but just as an FYI... Three.js applies material settings when a material is used where "used" means "something is rendered that uses the material". Some material settings are only applied once as changing them requires lots of work by three.js. In those cases you need to set material.needsUpdate = true to tell three.js to apply your material changes. The most common settings that require you to set needsUpdate if you change the settings after using the material are:

As mentioned above most apps never run into these issues. Most apps do not switch between flat shaded and non flat shaded. Most apps also either use textures or a solid color for a given material, they rarely switch from using one to using the other.