What problem does it solve? Choosing and configuring Three.js materials involves many silent failure modes: wrong color space on data textures, opacity ignored without the transparent flag, GPU memory leaks from undisposed materials, and textures that refuse to tile. This Skill provides a decision tree, API reference, and anti-pattern catalog to get materials and textures right the first time. ## Core Features & Use Cases - Material Selection Guide: A decision tree covering 15+ material types (MeshStandardMaterial, MeshPhysicalMaterial, MeshToonMaterial, and more) mapped to concrete use cases like glass, fabric, toon shading, and particles. - Texture & Color Space Rules: Complete tables defining which maps need SRGBColorSpace versus NoColorSpace, plus wrapping, filtering, anisotropy, and flipY rules. - Anti-Pattern Catalog: Ten documented mistakes with wrong/correct code pairs, including disposal leaks, needsUpdate misuse, and missing uv2 attributes for aoMap. - Use Case: When building a PBR brick wall with diffuse, normal, roughness, and AO maps, follow the working example to set color spaces, RepeatWrapping, and the uv2 attribute correctly. ## Quick Start Ask the AI to set up a MeshStandardMaterial with diffuse, normal, and roughness textures for a tiling floor in Three.js r160+.