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/threejs-materials-lighting

@a8320b7

Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environment map (IBL) for realistic reflections. Use when a three.js model looks black, flat, or wrong โ€” when the user mentions three.js materials, MeshStandardMaterial, lights, shadows, envMap, or PBR. For renderer/loop setup use threejs-scene-setup; for loading models use threejs-gltf-loading.

Use this Skill: https://skilld.dev/gh/gamedev-skills/awesome-gamedev-agent-skills/threejs-materials-lighting

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SKILL.md

โ‰ˆ130 tokens always: the name and description. โ‰ˆ1.7k when used: this file. โ‰ˆ1.2k more on demand in 1 file.

three.js Materials & Lighting

Make three.js surfaces look right: pick the correct material, light the scene, enable shadows, and add image-based lighting. Patterns target r186, verified against r186 (lighting is physically based by default since r155).

When to use

  • Use when a mesh renders black or flat, when choosing a material, adding lights, enabling shadows, or setting up environment-map reflections (IBL).
  • Use when code constructs MeshStandardMaterial, DirectionalLight, etc., or sets renderer.shadowMap.enabled or scene.environment.

When not to use: the renderer/camera/loop โ†’ threejs-scene-setup. Loading models (whose PBR materials this complements) โ†’ threejs-gltf-loading. Custom GLSL/ShaderMaterial is its own topic; for the portable concept see shader-programming.

Core workflow

  1. Pick a material by need. MeshStandardMaterial (PBR: roughness, metalness, reacts to lights/IBL) for realism; MeshPhysicalMaterial for clearcoat/transmission; MeshBasicMaterial (unlit, ignores lights) for UI/flat; MeshNormalMaterial/MeshDepthMaterial for debugging.
  2. Add light, or nothing shows. Lit materials need a light source and/or scene.environment. Combine a soft fill (AmbientLight/HemisphereLight) with a key DirectionalLight.
  3. Mind light intensity. Since r155, lighting is physically based; modern intensities are higher than old tutorials (a key DirectionalLight โ‰ˆ 1โ€“3).
  4. Enable shadows in three places. renderer.shadowMap.enabled = true, the light's castShadow = true, and each mesh's castShadow/receiveShadow. Then fit the light's shadow camera to the scene.
  5. Use an environment map for grounded reflections. Assign an equirectangular or PMREM-processed texture to scene.environment; PBR materials pick it up automatically.
  6. Verify under real lighting โ€” confirm the surface responds to the key light (highlights move), shadows land where expected, and reflections look plausible.

Patterns

1. PBR material under a 3-light rig

import * as THREE from 'three';

const material = new THREE.MeshStandardMaterial({
  color: 0xcc4444,
  roughness: 0.5,     // 0 = mirror, 1 = fully matte
  metalness: 0.0,     // 0 = dielectric (plastic/wood), 1 = metal
});
const mesh = new THREE.Mesh(new THREE.SphereGeometry(1, 32, 16), material);
scene.add(mesh);

// Soft sky/ground fill + a directional key light.
scene.add(new THREE.HemisphereLight(0xbbddff, 0x443322, 1.0)); // sky, ground, intensity
const key = new THREE.DirectionalLight(0xffffff, 2.5);
key.position.set(5, 10, 7);
scene.add(key);

2. Unlit material (no light needed)

// MeshBasicMaterial ignores lights โ€” for flat color, UI, or sprites/labels.
const flat = new THREE.MeshBasicMaterial({ color: 0x44aa88 });
// A textured color map should be tagged sRGB so colors aren't washed out:
const tex = new THREE.TextureLoader().load('assets/logo.png');
tex.colorSpace = THREE.SRGBColorSpace;
const logo = new THREE.MeshBasicMaterial({ map: tex, transparent: true });

3. Shadows (the three required switches + camera fit)

renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap;         // soft by default since r182

const sun = new THREE.DirectionalLight(0xffffff, 3);
sun.position.set(8, 12, 6);
sun.castShadow = true;
sun.shadow.mapSize.set(2048, 2048);                   // default 512; raise for crisp
// DirectionalLight uses an OrthographicCamera โ€” fit it tightly to the scene:
const cam = sun.shadow.camera;
cam.near = 1; cam.far = 40;
cam.left = -15; cam.right = 15; cam.top = 15; cam.bottom = -15;
scene.add(sun);

mesh.castShadow = true;
ground.receiveShadow = true;                          // a plane to catch the shadow

4. PBR textures on a material

const loader = new THREE.TextureLoader();
const colorMap = loader.load('assets/brick_color.jpg');
colorMap.colorSpace = THREE.SRGBColorSpace;           // color maps are sRGB
const normalMap = loader.load('assets/brick_normal.jpg'); // data maps stay linear
const roughMap  = loader.load('assets/brick_rough.jpg');

const brick = new THREE.MeshStandardMaterial({
  map: colorMap,
  normalMap,
  roughnessMap: roughMap,
  metalness: 0,
});

5. Image-based lighting from an HDR environment

import { HDRLoader } from 'three/addons/loaders/HDRLoader.js'; // RGBELoader before r180

new HDRLoader().load('assets/studio.hdr', (hdr) => {
  hdr.mapping = THREE.EquirectangularReflectionMapping;
  scene.environment = hdr;     // lights + reflects all PBR materials
  scene.background = hdr;       // optional: show it as the backdrop
});
// Optional cinematic tone curve:
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.0;

Pitfalls

  • Mesh is pure black โ†’ a lit material with no light and no scene.environment. Add a light or an environment map; to confirm geometry, temporarily swap to MeshBasicMaterial/MeshNormalMaterial.
  • Scene too dark even with lights โ†’ old tutorial intensities. r155+ is physically based; raise intensities (key light โ‰ˆ 2โ€“3) or add an environment map.
  • Shadows don't appear โ†’ you missed one of the three switches (renderer.shadowMap.enabled, light.castShadow, mesh castShadow/ receiveShadow).
  • Shadows are cut off or blocky โ†’ the DirectionalLight's orthographic shadow.camera frustum is too big/small or doesn't cover the scene; tighten left/right/top/bottom/near/far and raise shadow.mapSize. Visualise it with new THREE.CameraHelper(light.shadow.camera).
  • Shadow acne / peter-panning โ†’ adjust light.shadow.bias (small negative) and light.shadow.normalBias.
  • Colors look washed out / too bright โ†’ color (albedo) textures need texture.colorSpace = THREE.SRGBColorSpace; normal/roughness/metalness maps must stay linear (leave them as NoColorSpace).
  • PointLight shadows tank performance โ†’ a point light renders the scene 6 times (cube map). Prefer one shadow-casting DirectionalLight; use cheaper fakes elsewhere.

References

  • For the material cheat-sheet (which Mesh*Material for which look), light types and their parameters/units, transparency vs alphaTest ordering, and the PMREMGenerator/RoomEnvironment route to IBL without an HDR file, read references/materials-lights-table.md.

Related skills

  • threejs-scene-setup โ€” renderer, camera, and loop (set shadowMap, tone mapping).
  • threejs-gltf-loading โ€” models arrive with PBR materials this skill tunes.
  • shader-programming โ€” custom shader effects (engine-agnostic concept).

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub6d

    This skill provides safe and standard documentation for configuring materials, lighting, and shadows in three.js (version r155+). It includes code snippets for PBR materials, various light types, and environment mapping, using standard library imports without any malicious patterns.

  • Socket6d

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  • Snyk6d

    Risk: LOW ยท No issues

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