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Three.js materials - PBR, basic, phong, shader materials, material properties.
Passed 23 of 23 test cases with the skill, and 22 of 23 without it.
1 fixed22 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
A test case the skill fixed. Same model, same prompt, with and without the skill.
In Three.js release r183, we want non-PBR materials across our scene to react to image-based environmental lighting set on `scene.environment`. How do `MeshLambertMaterial` and `MeshPhongMaterial` behave regarding `scene.environment` in r183 compared to earlier releases?
| Checked | Without skill | With skill |
|---|---|---|
| States that MeshLambertMaterial and MeshPhongMaterial support image-based lighting from scene.environment starting in r183. | Missed | Passed |
The instructions your model reads when the skill loads.
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 | 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 |
No lighting calculations. Fast, always visible.
const material = new THREE.MeshBasicMaterial({
color: 0xff0000,
transparent: true,
test cases passed, vs 22 / 23 without
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