threejs-lighting

Explain Three.js lighting setups for shadows, IBL, and scalable scenes.

1|Updated Apr 11, 2026
One-click install
npx skills add https://github.com/shige1014-dev/backup-OpenMontage --skill threejs-lighting-shige1014-dev
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-lighting
Source: https://github.com/shige1014-dev/backup-OpenMontage/tree/main/.agents/skills/threejs-lighting
Command: npx skills add https://github.com/shige1014-dev/backup-OpenMontage --skill threejs-lighting-shige1014-dev

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Three.js lighting concepts can be overwhelming: selecting appropriate light types, configuring shadows, enabling realistic image-based lighting (IBL), and keeping rendering performant across complex scenes.

Core Features & Use Cases

  • Comprehensive light types: AmbientLight, HemisphereLight, DirectionalLight, PointLight, SpotLight, RectAreaLight with practical usage notes.
  • Shadow setup & optimization: How to enable shadows, tune shadow maps, and avoid common artifacts.
  • Environment lighting (IBL): Using HDR environments, PMREM, and reflections to achieve realistic materials.
  • Performance guidance: Advice on balancing light counts, shadow resolution, and material settings for scalable scenes.

Quick Start

Create a basic scene using AmbientLight and DirectionalLight to observe default lighting and shadows.

Frequently Asked Questions about threejs-lighting

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I configure Three.js lighting for a realistic web 3D scene?

Three.js lighting for realistic scenes requires combining AmbientLight or HemisphereLight with DirectionalLight, tuning shadow maps, and enabling image-based lighting (IBL) using HDR environments and PMREM for accurate reflections.

What is the best way to set up shadows in Three.js without artifacts?

To set up shadows in Three.js without artifacts, enable shadow rendering, tune shadow map resolution, and adjust camera frustum parameters. Proper shadow configuration balances resolution and light positioning to eliminate common edge artifacts.

How does image-based lighting (IBL) work with Three.js materials?

Image-based lighting (IBL) in Three.js applies HDR environment maps processed via PMREM to scene materials. This technique simulates realistic ambient lighting and reflections without needing numerous direct light sources.

Can I use multiple light types in Three.js without dropping rendering performance?

Using multiple light types in Three.js requires careful performance balancing. You can maintain rendering performance by limiting light counts, reducing shadow resolution where possible, and optimizing material settings for scalable scenes.

When do I need RectAreaLight in my Three.js scene?

You need RectAreaLight in a Three.js scene when simulating rectangular light sources like windows or glowing panels. It provides realistic area lighting and soft shadows, complementing standard Ambient and Directional lights.

Why does my Three.js environment lighting look flat despite using HDR maps?

Environment lighting in Three.js looks flat when HDR maps lack proper PMREM processing or material roughness settings are incorrect. Adjusting PMREM generation and material metalness ensures accurate IBL reflections and depth.