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Threejs R3f

athevon/threejs-r3f

Three.js and React Three Fiber sub-skill - 3D scenes, shaders, postprocessing.

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on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/AThevon/genjutsu --skill threejs-r3f

The instruction itself

15 sections, as written by the author

Three.js & React Three Fiber

> 3D on the web. Three.js is the engine, R3F is the React renderer.

> Concise rules here. Deep-dive in references/.


When to Use What

| Need | Tool | Why |

|---|---|---|

| Full 3D scene (models, lights, physics) | R3F + drei | Declarative, React-friendly, ecosystem |

| Vanilla 3D (no React) | Three.js direct | Lighter, no React overhead |

| Simple 3D transforms on UI | CSS transform3d | GPU-composited, no WebGL context |

| 2D particles / generative | Canvas 2D | Simpler API, less GPU overhead |

| Shader-only visuals (no scene graph) | Raw WebGL / ShaderMaterial | Maximum control, minimal abstraction |


Scene Setup Patterns

import { Canvas } from '@react-three/fiber'
import { Environment, OrbitControls } from '@react-three/drei'
import { Suspense } from 'react'

<Canvas camera={{ position: [0, 2, 5], fov: 45 }} dpr={[1, 2]} gl={{ antialias: true }}>
  <Suspense fallback={null}>
    <Environment preset="studio" />
    <OrbitControls makeDefault />
    <Scene />
  </Suspense>
</Canvas>

Rules:

  • Always wrap scene content in <Suspense> -- loaders (GLTF, textures, HDRI) need it
  • Set dpr={[1, 2]} to clamp pixel ratio (Retina without melting GPUs)
  • Keep the Canvas parent component minimal -- re-renders propagate into the scene

R3F Hooks

| Hook | Purpose | Gotcha |

|---|---|---|

| useFrame((state, delta) => {}) | Per-frame logic (animation, physics) | Never setState inside |

| useThree() | Access gl, scene, camera, size, viewport, pointer | Destructure only what you need |

| useLoader(TextureLoader, url) | Load any Three.js resource | Wrap parent in Suspense |

| useGraph(scene) | Extract nodes/materials from loaded scene | Useful after useGLTF |

useFrame Tips

useFrame((state, delta) => {
  // Use delta for framerate-independent animation
  meshRef.current.rotation.y += delta * 0.5
  // Access clock for time-based effects
  material.uniforms.uTime.value = state.clock.elapsedTime
})

Drei Essentials

| Component | Use Case |

|---|---|

| Environment | HDRI lighting (presets: studio, sunset, city, forest, dawn) |

| Float | Idle floating animation (speed, rotationIntensity, floatIntensity) |

| Text3D | Extruded 3D text (needs JSON font from Facetype.js) |

| useGLTF | Load .glb/.gltf models (returns { nodes, materials, scene }) |

| useGLTF.preload(url) | Preload model before component mounts |

| MeshTransmissionMaterial | Glass/crystal/liquid refraction effects |

| PresentationControls | Drag-to-rotate for product showcases |

| Center | Auto-center any group of meshes |

| Detailed | LOD -- swap geometry by camera distance |

| useTexture | Load textures with Suspense support |

| Instances | Declarative instancing for repeated meshes |


Postprocessing

import { EffectComposer, Bloom, ChromaticAberration } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <Bloom
    luminanceThreshold={1}
    luminanceSmoothing={0.4}
    intensity={0.6}
  />
  <ChromaticAberration
    blendFunction={BlendFunction.NORMAL}
    offset={[0.002, 0.002]}
  />
</EffectComposer>

Rules:

  • Bloom is selective by default -- lift material color/emissive above 1.0 to make it glow
  • luminanceThreshold={1} = nothing glows unless explicitly emissive
  • Order matters inside EffectComposer
  • Effects are merged into a single pass (performant by design)

Performance Patterns

| Pattern | When |

|---|---|

| <Instances> / InstancedMesh | 100+ identical meshes (particles, trees, crowds) |

| <Detailed distances={[0, 50, 100]}> | LOD: swap hi/lo models by distance |

| dispose={null} on <primitive> | Prevent auto-dispose when reusing shared geometry |

| useGLTF + Draco | Compress .glb models (70-90% size reduction) |

| useTexture + KTX2 | Compressed GPU textures (1/4 VRAM) |

| frameloop="demand" on Canvas | Only render when something changes (static scenes) |

| invalidate() from useThree | Trigger a render in demand mode |

| Offscreen canvas (<Canvas eventSource={...}>) | Run rendering off main thread |

Target metrics: < 100 draw calls, < 1M triangles, 60fps on mid-range GPU.

Use stats-gl or r3f-perf to monitor.


Do Not

1. Never setState in useFrame

Causes full React re-render 60x/second. Mutate refs directly.

// BAD
useFrame(() => {
  setRotation(prev => prev + 0.01) // React re-render every frame
})

// GOOD
useFrame((_, delta) => {
  meshRef.current.rotation.y += delta * 0.5 // Direct mutation, zero re-renders
})

2. Never allocate in the render loop

new Vector3() per frame = GC spikes = stutter.

// BAD
useFrame((state) => {
  const target = new THREE.Vector3(0, Math.sin(state.clock.elapsedTime), 0)
  meshRef.current.position.copy(target)
})

// GOOD
const _target = useMemo(() => new THREE.Vector3(), [])
useFrame((state) => {
  _target.set(0, Math.sin(state.clock.elapsedTime), 0)
  meshRef.current.position.copy(_target)
})

3. Never forget dispose (memory leak)

Three.js textures, geometries, and materials live on the GPU. Unmounting a React component does NOT free them.

// BAD -- texture stays in VRAM after unmount
const texture = useLoader(TextureLoader, '/big-texture.jpg')

// GOOD -- R3F auto-disposes when using JSX primitives
// For manual resources, dispose in cleanup:
useEffect(() => {
  return () => {
    texture.dispose()
    geometry.dispose()
    material.dispose()
  }
}, [])

4. Never re-render the Canvas parent

State changes in the parent force the entire Canvas to remount = flash, lost state, reloaded assets.

// BAD
function App() {
  const [uiState, setUiState] = useState(false) // re-renders remount Canvas
  return (
    <>
      <button onClick={() => setUiState(!uiState)}>Toggle</button>
      <Canvas><Scene config={uiState} /></Canvas>
    </>
  )
}

// GOOD -- isolate Canvas in its own component
function App() {
  return (
    <>
      <UI />
      <SceneCanvas />
    </>
  )
}

5. Never load assets without Suspense

Loaders (useGLTF, useTexture, useLoader) throw promises. Without Suspense, you get crashes.

// BAD
<Canvas>
  <Model /> {/* useGLTF inside -- will throw */}
</Canvas>

// GOOD
<Canvas>
  <Suspense fallback={<Loader />}>
    <Model />
  </Suspense>
</Canvas>

Quick Reference: Loading Sub-resources

| Need | Load |

|---|---|

| Scene boilerplate, lighting rigs, controls | references/scene-setup.md |

| Custom shaders, GLSL patterns, uniforms | references/shaders.md |

| Animation principles, easing, timing | ../motion-principles/SKILL.md |

| GSAP + Three.js integration | ../gsap/SKILL.md |

How to use it

Copy the folder

Take athevon/threejs-r3f from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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