threejs-materials-lighting — скилл для Claude Code: свет и тени
Скилл для three.js: подбирает материал, ставит источники света, включает тени и подключает HDR-окружение, когда модель выглядит чёрной или плоской.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a claude-codeЧто делает threejs-materials-lighting
Скилл нужен, когда поверхность в three.js рендерится чёрной или плоской. Он подсказывает, какой материал брать: MeshStandardMaterial для PBR, MeshPhysicalMaterial для clearcoat и transmission, MeshBasicMaterial для UI. Паттерны проверены на r186. С r155 освещение физически корректное, поэтому интенсивности из старых статей дают тёмную сцену: ключевой DirectionalLight в примерах стоит на 2.5 и 3.
Тени включаются в трёх местах: renderer.shadowMap.enabled, castShadow у источника и castShadow/receiveShadow у мешей. Дальше скилл подгоняет ортографическую shadow.camera направленного света и поднимает shadow.mapSize с дефолтных 512. Отражения берутся из HDR-карты через HDRLoader (до r180 это RGBELoader) и присваиваются в scene.environment.
Границы простые. Рендерер, камеру и цикл скилл не трогает, за это отвечает threejs-scene-setup, а загрузка моделей ушла в threejs-gltf-loading. Если в проекте есть EffectComposer, цепочку надо закрывать OutputPass: без него тонмаппинг и перевод в sRGB не выполняются, и правильно освещённая сцена снова выглядит тёмной.
Какие задачи решает
- вытащить чёрную модель из темноты, добавив свет и envMap
- включить тени так, чтобы они не обрезались по краям сцены
- подобрать
roughnessиmetalnessпод пластик и металл - выправить пересвеченные цвета после загрузки своих текстур
- разобраться, почему сцена потемнела после добавления постобработки
Примеры запросов агенту
- Модель в three.js висит чёрным силуэтом, добавь свет и разберись с материалом.
- Включи тени от `DirectionalLight` и подгони `shadow.camera`, чтобы они не обрезались.
- Настрой IBL: загрузи `assets/studio.hdr` в `scene.environment` и поставь `ACESFilmicToneMapping`.
Как установить threejs-materials-lighting
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a claude-code2Вручную: положить файлы
~/.claude/skills/threejs-materials-lighting/SKILL.mdПапка скилла целиком; для одного проекта — .claude/skills/threejs-materials-lighting/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a codex2Вручную: положить файлы
.agents/skills/threejs-materials-lighting/SKILL.mdДля всех проектов — ~/.agents/skills/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a cursor2Вручную: положить файлы
.cursor/skills/threejs-materials-lighting/SKILL.mdCursor читает и .agents/skills/, и .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills threejs-materials-lighting2Вручную: положить файлы
.github/skills/threejs-materials-lighting/SKILL.md1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a gemini-cli2Командой платформы
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/web-engines/threejs-materials-lightingВручную: положить файлы
.devin/skills/threejs-materials-lighting/SKILL.mdСтарый путь .windsurf/skills/ тоже читается
Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a opencodeClaude.ai
Упакуйте папку в zip и загрузите в Settings → Capabilities → Skills
Из того же набора40
Весь набор →Похожие
Вопросы о threejs-materials-lighting
Как установить threejs-materials-lighting в Claude Code?
Выполните npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting -a claude-code. Файл скилла появится по пути ~/.claude/skills/threejs-materials-lighting/SKILL.md.
Что делает threejs-materials-lighting?
Помогает выбрать материал, поставить свет, включить карты теней и подключить envMap, когда сцена в three.js выглядит чёрной или плоской.
Чем отличается от threejs-scene-setup?
Этот скилл про материалы, свет и тени. Рендерер, камера и цикл остаются за threejs-scene-setup, загрузка моделей — за threejs-gltf-loading.
Исходный текст
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