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threejs-r3f

threejs-r3f

github.com/athevonDesign & UI6981.0k installsUpdated 3w ago
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About threejs-r3f

A creative-coding skill for developers building 3D experiences with Three.js and React Three Fiber. It covers scene setup, asset loading, animation patterns, and performance practices, including guidance on when to use React or vanilla Three.js.

Key features

  1. 01Three.js and R3F scene setup
  2. 02Drei components and asset loading
  3. 03Animation loops and hook patterns
  4. 04Model and texture optimization
  5. 05GPU resource cleanup guidance

Use cases

  1. 01Building 3D scenes in React projects
  2. 02Loading and presenting GLTF models
  3. 03Optimizing static or large 3D scenes

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/athevon/genjutsu --skill threejs-r3f

After installing, type/threejs-r3fin Claude Code to confirm it loaded.

Details

From the project README

Version-sensitive. Every API name, SDK gate and browser-support claim below was verified on 2026-09-08 against primary sources. What against, and when, is in _jutsu/VERSIONS.md. If that date is old, re-verify before acting on a version number.

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/.

Versions: three r185 (0.185.x) · @react-three/fiber 9.x · @react-three/drei 10.x · @react-three/postprocessing 3.x. R3F 9 is React 19 only - its declared peer range is react / react-dom >=19 <19.3 (drei 10 asks ^19). React 18 projects must stay on R3F 8 + drei 9. Check the installed React major before scaffolding. Renderers: WebGLRenderer is still R3F's default. WebGPURenderer + TSL is shipped (not flagged) and self-falls-back to WebGL 2, but three's docs call it "the new alternative of WebGLRenderer", not the default. Opt in with an async gl callback:

import * as THREE from 'three/webgpu'
<Canvas gl={async (props) => { const r = new THREE.WebGPURenderer(props as any); await r.init(); return r }} />

When to Use What

NeedToolWhy
Full 3D scene (models, lights, physics)R3F + dreiDeclarative, React-friendly, ecosystem
Vanilla 3D (no React)Three.js directLighter, no React overhead
Simple 3D transforms on UICSS transform3dGPU-composited, no WebGL context
2D particles / generativeCanvas 2DSimpler API, less GPU overhead
Shader-only visuals (no scene graph)Raw WebGL / ShaderMaterialMaximum 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

HookPurposeGotcha
useFrame((state, delta) => {})Per-frame logic (animation, physics)Never setState inside
useThree()Access gl, scene, camera, size, viewport, pointerDestructure only what you need
useLoader(TextureLoader, url)Load any Three.js resourceWrap parent in Suspense
useGraph(scene)Extract nodes/materials from loaded sceneUseful 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

ComponentUse Case
EnvironmentHDRI lighting (presets: studio, sunset, city, forest, dawn)
FloatIdle floating animation (speed, rotationIntensity, floatIntensity)
Text3DExtruded 3D text (needs JSON font from Facetype.js)
useGLTFLoad .glb/.gltf models (returns { nodes, materials, scene })
useGLTF.preload(url)Preload model before component mounts
MeshTransmissionMaterialGlass/crystal/liquid refraction effects
PresentationControlsDrag-to-rotate for product showcases
CenterAuto-center any group of meshes
DetailedLOD -- swap geometry by camera distance
useTextureLoad textures with Suspense support
InstancesDeclarative 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

PatternWhen
<Instances> / InstancedMesh100+ 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 + DracoCompress .glb models (70-90% size reduction)
useTexture + KTX2Compressed GPU textures (1/4 VRAM)
frameloop="demand" on CanvasOnly render when something changes (static scenes)
invalidate() from useThreeTrigger a render in demand mode
<AdaptiveDpr pixelated /> + <AdaptiveEvents /> (drei)Drop resolution and raycasting while the camera moves, restore when idle
<Bvh> (drei)Heavy scenes that need fast raycasting / hover picking

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

NeedLoad
Scene boilerplate, lighting rigs, controlsreferences/scene-setup.md
Custom shaders, GLSL patterns, uniformsreferences/shaders.md
Animation principles, easing, timing../motion-principles/SKILL.md
GSAP + Three.js integration../gsap/SKILL.md

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