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threejs-materials-lighting — Claude Code skill: install & what it does

Picks the right three.js material, adds lights and shadow maps, and wires an HDR environment so a model stops rendering black or flat.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a claude-code
Open on GitHub

What threejs-materials-lighting does

This one covers the case where a mesh in three.js comes out black or flat. It walks through material choice: MeshStandardMaterial for PBR, MeshPhysicalMaterial for clearcoat and transmission, MeshBasicMaterial for UI and sprites. Patterns are written for r186. Lighting has been physically based since r155, so intensities copied from older tutorials leave the scene dark; the key DirectionalLight here runs at 2.5 and 3.

Shadows need three switches: renderer.shadowMap.enabled, castShadow on the light, and castShadow/receiveShadow on the meshes. Then the skill fits the directional light's orthographic shadow.camera to the scene and raises shadow.mapSize past the default of 512. Reflections come from an HDR file loaded with HDRLoader (RGBELoader before r180) and assigned to scene.environment.

What it won't do: renderer, camera and the animation loop belong to threejs-scene-setup, model loading to threejs-gltf-loading. And if the project renders through EffectComposer, the chain has to end with OutputPass. Skip that and tone mapping plus the sRGB conversion never run, so a well-lit scene still looks muddy.

What it helps with

  • get a black mesh lit without guessing at intensities
  • turn on shadows that aren't clipped at the edge of the scene
  • pick roughness and metalness for plastic versus metal
  • fix washed-out colors after loading your own textures
  • work out why the scene went dark once post-processing went in

Example prompts for the agent

  • The model renders as a black silhouette in three.js. Add a light and sort out the material.
  • Enable shadows on the `DirectionalLight` and fit `shadow.camera` so they stop clipping.
  • Set up IBL: load `assets/studio.hdr` into `scene.environment` and switch on `ACESFilmicToneMapping`.

How to install threejs-materials-lighting

1Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a claude-code

2Manually: put the files in place

~/.claude/skills/threejs-materials-lighting/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/threejs-materials-lighting/

From the same set40

The whole set →
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Similar

Questions about threejs-materials-lighting

How do I install threejs-materials-lighting in Claude Code?

Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a claude-code. The skill file lands at ~/.claude/skills/threejs-materials-lighting/SKILL.md.

What does threejs-materials-lighting do?

It chooses the material, adds lights, turns on shadow maps and connects an environment map for a three.js scene that looks black or flat.

Does it cover loading glTF models?

No, that sits in threejs-gltf-loading. This skill handles the materials those models arrive with, plus lights and shadows.

Source text

SKILL.md · Apache-2.0
---
name: threejs-materials-lighting
description: >
  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

```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, intensity
const 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 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

```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 tone curve (default is NoToneMapping). AgXToneMapping and
// NeutralToneMapping are the other common choices.
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`). `GLTFLoader` already tags glTF
  textures correctly, so this applies to textures you load yourself.
- **Looks right on its own but dark/flat once post-processing is added** → tone
  mapping and the sRGB output conversion only run when rendering straight to the
  canvas; end the `EffectComposer` chain with `OutputPass`.
- **Environment lighting too strong or too weak** → scale it with
  `scene.environmentIntensity` (r163+); `material.envMapIntensity` only affects a
  material's own `envMap`.
- **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, the
  `PMREMGenerator`/`RoomEnvironment` route to IBL without an HDR file, and tone
  mapping with post-processing, 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).

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

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