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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a claude-codeWhat 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-code2Manually: put the files in place
~/.claude/skills/threejs-materials-lighting/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/threejs-materials-lighting/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a codex2Manually: put the files in place
.agents/skills/threejs-materials-lighting/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a cursor2Manually: put the files in place
.cursor/skills/threejs-materials-lighting/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills threejs-materials-lighting2Manually: put the files in place
.github/skills/threejs-materials-lighting/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/web-engines/threejs-materials-lightingManually: put the files in place
.devin/skills/threejs-materials-lighting/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set40
The whole set →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