Skills Development Three.js Materials and Realistic Lighting

Three.js Materials and Realistic Lighting

v20260824
threejs-materials-lighting
Guides the proper setup of materials and lighting in three.js to achieve photorealistic rendering. Covers selecting between physically based rendering (PBR) materials like MeshStandardMaterial and unlit alternatives, implementing multiple light sources (directional, ambient, point), enabling robust shadow maps, and utilizing environment maps (IBL) for accurate reflections. Essential for when models appear flat or incorrect.
Get Skill
344 downloads
Overview

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 r184, verified against r184 (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);

// 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.PCFSoftShadowMap;     // softer edges

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 { RGBELoader } from 'three/addons/loaders/RGBELoader.js';

new RGBELoader().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).
Info
Category Development
Name threejs-materials-lighting
Version v20260824
Size 5.6KB
Updated At 2026-09-06
Language