Threejs Materials Lighting

by gamedev-skillsd4b0e35550c5No license1.3K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 11 days ago

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.

AI-generated overview

Guides three.js material selection, lighting rigs, shadow setup and environment-map reflections for scenes that render black or flat.

What it does
Provides instructions and code patterns for choosing three.js materials such as MeshStandardMaterial, MeshPhysicalMaterial and unlit MeshBasicMaterial, and for adding ambient, hemisphere, directional, point and spot lights. It covers enabling shadow maps across renderer, light and mesh, fitting shadow cameras, applying PBR texture maps with correct color spaces, and using HDR environment maps for image-based lighting. It also lists common pitfalls such as black meshes, dark scenes, missing shadows and washed-out colors.
When to use it
Use it when a three.js mesh renders black, flat or incorrectly lit, or when the user mentions three.js materials, MeshStandardMaterial, lights, shadows, envMap or PBR. It is not intended for renderer, camera or animation-loop setup, model loading, or custom GLSL shaders.
Requirements
No scripts; instructions only. It assumes a three.js project (patterns target r186) and, for the image-based lighting pattern, an HDR environment file loaded via HDRLoader. A bundled reference file, references/materials-lights-table.md, is read for the material cheat-sheet and light parameters.

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

js
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, intensityconst key = new THREE.DirectionalLight(0xffffff, 2.5);key.position.set(5, 10, 7);scene.add(key);

2. Unlit material (no light needed)

js
// 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)

js
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

js
const loader = new THREE.TextureLoader();const colorMap = loader.load('assets/brick_color.jpg');colorMap.colorSpace = THREE.SRGBColorSpace;           // color maps are sRGBconst normalMap = loader.load('assets/brick_normal.jpg'); // data maps stay linearconst 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

js
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).

Source and attribution

Source:gamedev-skills/awesome-gamedev-agent-skillsinskills/web-engines/threejs-materials-lightingat commitd4b0e35

License: No license

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