threejs-materials-lighting Checked
Installation
Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.
Install the "threejs-materials-lighting" skill by following the instructions at https://skill123.me/install/threejs-materials-lighting.
Run in your terminal — downloads and installs to ~/.claude/skills/.
curl -fsSL https://skill123.me/install/threejs-materials-lighting.sh | bash
Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.
⬇ Download v1.0.0 · 6 KBNot live-tested yet — this skill is rated on static analysis only.
About this skill
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 — 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.
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).
Documentation
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 — 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.
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 → threejs-scene-setup. Loading
models (whose PBR materials this complements) → 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 ≈ 1–3).
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** — 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);
View full documentation
// 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 — 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 — 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** → 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** → old tutorial intensities. r155+ is physically
based; raise intensities (key light ≈ 2–3) or add an environment map.
- **Shadows don't appear** → you missed one of the three switches
(`renderer.shadowMap.enabled`, `light.castShadow`, mesh `castShadow`/
`receiveShadow`).
- **Shadows are cut off or blocky** → 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** → adjust `light.shadow.bias` (small negative) and
`light.shadow.normalBias`.
- **Colors look washed out / too bright** → color (albedo) textures need
`texture.colorSpace = THREE.SRGBColorSpace`; normal/roughness/metalness maps must
stay linear (leave them as `NoColorSpace`).
- **PointLight shadows tank performance** → 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` — renderer, camera, and loop (set `shadowMap`, tone mapping).
- `threejs-gltf-loading` — models arrive with PBR materials this skill tunes.
- `shader-programming` — custom shader effects (engine-agnostic concept).
Score breakdown
Assessment methodology
Version history
Imported from gamedev-skills/awesome-gamedev-agent-skills@main
