
Three.js Lighting
FreeMaster lighting in your Three.js scenes.
Free · Opens the source repo
What Three.js Lighting does
Three.js Lighting provides a comprehensive guide for developers working with lighting in Three.js, a popular JavaScript library for creating 3D graphics in the browser. This skill covers various types of lights, including AmbientLight, DirectionalLight, PointLight, SpotLight, and RectAreaLight, detailing their properties, usage, and performance considerations. It is particularly useful for those looking to enhance the visual quality of their 3D scenes by understanding how different light types can be effectively utilized.
The skill includes practical code examples demonstrating how to implement each light type in a Three.js scene. For instance, you can easily set up an AmbientLight for uniform illumination or a DirectionalLight to simulate sunlight. The documentation also addresses shadow configuration, which is crucial for achieving realistic lighting effects. Developers can learn how to enable shadows, optimize shadow settings, and troubleshoot common issues like shadow acne.
In addition to basic lighting setups, the skill provides insights into advanced lighting techniques, such as using RectAreaLight for soft, realistic lighting effects. This is particularly beneficial for creating visually appealing environments in applications like games, simulations, or architectural visualizations. The clear structure and detailed explanations make it accessible for both beginners and experienced developers looking to refine their lighting skills in Three.js.
Overall, Three.js Lighting is an essential resource for any developer or designer aiming to create immersive 3D experiences with proper lighting techniques in their Three.js projects.
When to use it
Use this skill when you need to add or configure lighting in your Three.js scenes to enhance realism and visual quality.
When not to use it
This skill is not suitable for users looking for advanced rendering techniques beyond basic lighting and shadow setups in Three.js.
What you can build with it
Setting Up Basic Lighting
Quickly implement basic lighting in your Three.js scene using AmbientLight and DirectionalLight to enhance visibility.
Configuring Shadows for Realism
Utilize the skill to configure shadows for DirectionalLight and PointLight, improving the realism of your 3D models.
Creating Soft Lighting Effects
Learn to use RectAreaLight for soft lighting effects in indoor scenes, enhancing the overall ambiance.
How to install Three.js Lighting
View source1. Install with the skills CLI
npx skills add calesthio/openmontage/threejs-lighting --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by calesthioThree.js Lighting
Quick Start
import * as THREE from "three";
// Basic lighting setup
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 5, 5);
scene.add(directionalLight);
Light Types Overview
| Light | Description | Shadow Support | Cost |
|---|---|---|---|
| AmbientLight | Uniform everywhere | No | Very Low |
| HemisphereLight | Sky/ground gradient | No | Very Low |
| DirectionalLight | Parallel rays (sun) | Yes | Low |
| PointLight | Omnidirectional (bulb) | Yes | Medium |
| SpotLight | Cone-shaped | Yes | Medium |
| RectAreaLight | Area light (window) | No* | High |
*RectAreaLight shadows require custom solutions
AmbientLight
Illuminates all objects equally. No direction, no shadows.
// AmbientLight(color, intensity)
const ambient = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambient);
// Modify at runtime
ambient.color.set(0xffffcc);
ambient.intensity = 0.3;
HemisphereLight
Gradient from sky to ground color. Good for outdoor scenes.
// HemisphereLight(skyColor, groundColor, intensity)
const hemi = new THREE.HemisphereLight(0x87ceeb, 0x8b4513, 0.6);
hemi.position.set(0, 50, 0);
scene.add(hemi);
// Properties
hemi.color; // Sky color
hemi.groundColor; // Ground color
hemi.intensity;
DirectionalLight
Parallel light rays. Simulates distant light source (sun).
// DirectionalLight(color, intensity)
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 10, 5);
// Light points at target (default: 0, 0, 0)
dirLight.target.position.set(0, 0, 0);
scene.add(dirLight.target);
scene.add(dirLight);
DirectionalLight Shadows
dirLight.castShadow = true;
// Shadow map size (higher = sharper, more expensive)
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
// Shadow camera (orthographic)
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 50;
dirLight.shadow.camera.left = -10;
dirLight.shadow.camera.right = 10;
dirLight.shadow.camera.top = 10;
dirLight.shadow.camera.bottom = -10;
// Shadow softness
dirLight.shadow.radius = 4; // Blur radius (PCFSoftShadowMap only)
// Shadow bias (fixes shadow acne)
dirLight.shadow.bias = -0.0001;
dirLight.shadow.normalBias = 0.02;
// Helper to visualize shadow camera
const helper = new THREE.CameraHelper(dirLight.shadow.camera);
scene.add(helper);
PointLight
Emits light in all directions from a point. Like a light bulb.
// PointLight(color, intensity, distance, decay)
const pointLight = new THREE.PointLight(0xffffff, 1, 100, 2);
pointLight.position.set(0, 5, 0);
scene.add(pointLight);
// Properties
pointLight.distance; // Maximum range (0 = infinite)
pointLight.decay; // Light falloff (physically correct = 2)
PointLight Shadows
pointLight.castShadow = true;
pointLight.shadow.mapSize.width = 1024;
pointLight.shadow.mapSize.height = 1024;
// Shadow camera (perspective - 6 directions for cube map)
pointLight.shadow.camera.near = 0.5;
pointLight.shadow.camera.far = 50;
pointLight.shadow.bias = -0.005;
SpotLight
Cone-shaped light. Like a flashlight or stage light.
// SpotLight(color, intensity, distance, angle, penumbra, decay)
const spotLight = new THREE.SpotLight(0xffffff, 1, 100, Math.PI / 6, 0.5, 2);
spotLight.position.set(0, 10, 0);
// Target (light points at this)
spotLight.target.position.set(0, 0, 0);
scene.add(spotLight.target);
scene.add(spotLight);
// Properties
spotLight.angle; // Cone angle (radians, max Math.PI/2)
spotLight.penumbra; // Soft edge (0-1)
spotLight.distance; // Range
spotLight.decay; // Falloff
SpotLight Shadows
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;
// Shadow camera (perspective)
spotLight.shadow.camera.near = 0.5;
spotLight.shadow.camera.far = 50;
spotLight.shadow.camera.fov = 30;
spotLight.shadow.bias = -0.0001;
// Focus (affects shadow projection)
spotLight.shadow.focus = 1;
RectAreaLight
Rectangular area light. Great for soft, realistic lighting.
import { RectAreaLightHelper } from "three/examples/jsm/helpers/RectAreaLightHelper.js";
import { RectAreaLightUniformsLib } from "three/examples/jsm/lights/RectAreaLightUniformsLib.js";
// Must initialize uniforms first
RectAreaLightUniformsLib.init();
// RectAreaLight(color, intensity, width, height)
const rectLight = new THREE.RectAreaLight(0xffffff, 5, 4, 2);
rectLight.position.set(0, 5, 0);
rectLight.lookAt(0, 0, 0);
scene.add(rectLight);
// Helper
const helper = new RectAreaLightHelper(rectLight);
rectLight.add(helper);
// Note: Only works with MeshStandardMaterial and MeshPhysicalMaterial
// Does not cast shadows natively
Shadow Setup
Enable Shadows
// 1. Enable on renderer
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Shadow map types:
// THREE.BasicShadowMap - fastest, low quality
// THREE.PCFShadowMap - default, filtered
// THREE.PCFSoftShadowMap - softer edges
// THREE.VSMShadowMap - variance shadow map
// 2. Enable on light
light.castShadow = true;
// 3. Enable on objects
mesh.castShadow = true;
mesh.receiveShadow = true;
// Ground plane
floor.receiveShadow = true;
floor.castShadow = false; // Usually false for floors
Optimizing Shadows
// Tight shadow camera frustum
const d = 10;
dirLight.shadow.camera.left = -d;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = -d;
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 30;
// Fix shadow acne
dirLight.shadow.bias = -0.0001; // Depth bias
dirLight.shadow.normalBias = 0.02; // Bias along normal
// Shadow map size (balance quality vs performance)
// 512 - low quality
// 1024 - medium quality
// 2048 - high quality
// 4096 - very high quality (expensive)
Contact Shadows (Fake, Fast)
import { ContactShadows } from "three/examples/jsm/objects/ContactShadows.js";
const contactShadows = new ContactShadows({
resolution: 512,
blur: 2,
opacity: 0.5,
scale: 10,
position: [0, 0, 0],
});
scene.add(contactShadows);
Light Helpers
import { RectAreaLightHelper } from "three/examples/jsm/helpers/RectAreaLightHelper.js";
// DirectionalLight helper
const dirHelper = new THREE.DirectionalLightHelper(dirLight, 5);
scene.add(dirHelper);
// PointLight helper
const pointHelper = new THREE.PointLightHelper(pointLight, 1);
scene.add(pointHelper);
// SpotLight helper
const spotHelper = new THREE.SpotLightHelper(spotLight);
scene.add(spotHelper);
// Hemisphere helper
const hemiHelper = new THREE.HemisphereLightHelper(hemiLight, 5);
scene.add(hemiHelper);
// RectAreaLight helper
const rectHelper = new RectAreaLightHelper(rectLight);
rectLight.add(rectHelper);
// Update helpers when light changes
dirHelper.update();
spotHelper.update();
Environment Lighting (IBL)
Image-Based Lighting using HDR environment maps.
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const rgbeLoader = new RGBELoader();
rgbeLoader.load("environment.hdr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
// Set as scene environment (affects all PBR materials)
scene.environment = texture;
// Optional: also use as background
scene.background = texture;
scene.backgroundBlurriness = 0; // 0-1, blur the background
scene.backgroundIntensity = 1;
});
// PMREMGenerator for better reflections
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
rgbeLoader.load("environment.hdr", (texture) => {
const envMap = pmremGenerator.fromEquirectangular(texture).texture;
scene.environment = envMap;
texture.dispose();
pmremGenerator.dispose();
});
Cube Texture Environment
const cubeLoader = new THREE.CubeTextureLoader();
const envMap = cubeLoader.load([
"px.jpg",
"nx.jpg",
"py.jpg",
"ny.jpg",
"pz.jpg",
"nz.jpg",
]);
scene.environment = envMap;
scene.background = envMap;
Light Probes (Advanced)
Capture lighting from a point in space for ambient lighting.
import { LightProbeGenerator } from "three/examples/jsm/lights/LightProbeGenerator.js";
// Generate from cube texture
const lightProbe = new THREE.LightProbe();
scene.add(lightProbe);
lightProbe.copy(LightProbeGenerator.fromCubeTexture(cubeTexture));
// Or from render target
const cubeCamera = new THREE.CubeCamera(
0.1,
100,
new THREE.WebGLCubeRenderTarget(256),
);
cubeCamera.update(renderer, scene);
lightProbe.copy(
LightProbeGenerator.fromCubeRenderTarget(renderer, cubeCamera.renderTarget),
);
Common Lighting Setups
Three-Point Lighting
// Key light (main light)
const keyLight = new THREE.DirectionalLight(0xffffff, 1);
keyLight.position.set(5, 5, 5);
scene.add(keyLight);
// Fill light (softer, opposite side)
const fillLight = new THREE.DirectionalLight(0xffffff, 0.5);
fillLight.position.set(-5, 3, 5);
scene.add(fillLight);
// Back light (rim lighting)
const backLight = new THREE.DirectionalLight(0xffffff, 0.3);
backLight.position.set(0, 5, -5);
scene.add(backLight);
// Ambient fill
const ambient = new THREE.AmbientLight(0x404040, 0.3);
scene.add(ambient);
Outdoor Daylight
// Sun
const sun = new THREE.DirectionalLight(0xffffcc, 1.5);
sun.position.set(50, 100, 50);
sun.castShadow = true;
scene.add(sun);
// Sky ambient
const hemi = new THREE.HemisphereLight(0x87ceeb, 0x8b4513, 0.6);
scene.add(hemi);
Indoor Studio
// Multiple area lights
RectAreaLightUniformsLib.init();
const light1 = new THREE.RectAreaLight(0xffffff, 5, 2, 2);
light1.position.set(3, 3, 3);
light1.lookAt(0, 0, 0);
scene.add(light1);
const light2 = new THREE.RectAreaLight(0xffffff, 3, 2, 2);
light2.position.set(-3, 3, 3);
light2.lookAt(0, 0, 0);
scene.add(light2);
// Ambient fill
const ambient = new THREE.AmbientLight(0x404040, 0.2);
scene.add(ambient);
Light Animation
const clock = new THREE.Clock();
function animate() {
const time = clock.getElapsedTime();
// Orbit light around scene
light.position.x = Math.cos(time) * 5;
light.position.z = Math.sin(time) * 5;
// Pulsing intensity
light.intensity = 1 + Math.sin(time * 2) * 0.5;
// Color cycling
light.color.setHSL((time * 0.1) % 1, 1, 0.5);
// Update helpers if using
lightHelper.update();
}
Performance Tips
- Limit light count: Each light adds shader complexity
- Use baked lighting: For static scenes, bake to textures
- Smaller shadow maps: 512-1024 often sufficient
- Tight shadow frustums: Only cover needed area
- Disable unused shadows: Not all lights need shadows
- Use light layers: Exclude objects from certain lights
// Light layers
light.layers.set(1); // Light only affects layer 1
mesh.layers.enable(1); // Mesh is on layer 1
otherMesh.layers.disable(1); // Other mesh not affected
// Selective shadows
mesh.castShadow = true;
mesh.receiveShadow = true;
decorMesh.castShadow = false; // Small objects often don't need to cast
See Also
threejs-materials- Material light responsethreejs-textures- Lightmaps and environment mapsthreejs-postprocessing- Bloom and other light effects
Frequently asked questions about Three.js Lighting
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