calesthio/openmontage1 file

Threejs Lighting

Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.

Specification
Skill ID
calesthio/openmontage/threejs-lighting
Publisher
calesthio
Repository
openmontage
Installs
0
Files
1
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

calesthio/openmontage/threejs-lightingInstalls these files
  • SKILL.md

What this skill tells the agent

Three.js Lighting

Quick Start

import * as THREE from "three";

// Basic lighting setup
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);

const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 5, 5);
scene.add(directionalLight);

Light Types Overview

LightDescriptionShadow SupportCost
AmbientLightUniform everywhereNoVery Low
HemisphereLightSky/ground gradientNoVery Low
DirectionalLightParallel rays (sun)YesLow
PointLightOmnidirectional (bulb)YesMedium
SpotLightCone-shapedYesMedium
RectAreaLightArea light (window)No\*High

\*RectAreaLight shadows require custom solutions

AmbientLight

Illuminates all objects equally. No direction, no shadows.

// AmbientLight(color, intensity)
const ambient = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambient);

// Modify at runtime
ambient.color.set(0xffffcc);
ambient.intensity = 0.3;

HemisphereLight

Gradient from sky to ground color. Good for outdoor scenes.

// HemisphereLight(skyColor, groundColor, intensity)
const hemi = new THREE.HemisphereLight(0x87ceeb, 0x8b4513, 0.6);
hemi.position.set(0, 50, 0);
scene.add(hemi);

// Properties
hemi.color; // Sky color
hemi.groundColor; // Ground color
hemi.intensity;

DirectionalLight

Parallel light rays. Simulates distant light source (sun).

// DirectionalLight(color, intensity)
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 10, 5);

// Light points at target (default: 0, 0, 0)
dirLight.target.position.set(0, 0, 0);
scene.add(dirLight.target);

scene.add(dirLight);

DirectionalLight Shadows

dirLight.castShadow = true;

// Shadow map size (higher = sharper, more expensive)
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;

// Shadow camera (orthographic)
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 50;
dirLight.shadow.camera.left = -10;
dirLight.shadow.camera.right = 10;
dirLight.shadow.camera.top = 10;
dirLight.shadow.camera.bottom = -10;

// Shadow softness
dirLight.shadow.radius = 4; // Blur radius (PCFSoftShadowMap only)

// Shadow bias (fixes shadow acne)
dirLight.shadow.bias = -0.0001;
dirLight.shadow.normalBias = 0.02;

// Helper to visualize shadow camera
const helper = new THREE.CameraHelper(dirLight.shadow.camera);
scene.add(helper);

PointLight

Emits light in all directions from a point. Like a light bulb.

// PointLight(color, intensity, distance, decay)
const pointLight = new THREE.PointLight(0xffffff, 1, 100, 2);
pointLight.position.set(0, 5, 0);
scene.add(pointLight);

// Properties
pointLight.distance; // Maximum range (0 = infinite)
pointLight.decay; // Light falloff (physically correct = 2)

PointLight Shadows

pointLight.castShadow = true;
pointLight.shadow.mapSize.width = 1024;
pointLight.shadow.mapSize.height = 1024;

// Shadow camera (perspective - 6 directions for cube map)
pointLight.shadow.camera.near = 0.5;
pointLight.shadow.camera.far = 50;

pointLight.shadow.bias = -0.005;

SpotLight

Cone-shaped light. Like a flashlight or stage light.

// SpotLight(color, intensity, distance, angle, penumbra, decay)
const spotLight = new THREE.SpotLight(0xffffff, 1, 100, Math.PI / 6, 0.5, 2);
spotLight.position.set(0, 10, 0);

// Target (light points at this)
spotLight.target.position.set(0, 0, 0);
scene.add(spotLight.target);

scene.add(spotLight);

// Properties
spotLight.angle; // Cone angle (radians, max Math.PI/2)
spotLight.penumbra; // Soft edge (0-1)
spotLight.distance; // Range
spotLight.decay; // Falloff

SpotLight Shadows

spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;

// Shadow camera (perspective)
spotLight.shadow.camera.near = 0.5;
spotLight.shadow.camera.far = 50;
spotLight.shadow.camera.fov = 30;

spotLight.shadow.bias = -0.0001;

// Focus (affects shadow projection)
spotLight.shadow.focus = 1;

RectAreaLight

Rectangular area light. Great for soft, realistic lighting.

import { RectAreaLightHelper } from "three/examples/jsm/helpers/RectAreaLightHelper.js";
import { RectAreaLightUniformsLib } from "three/examples/jsm/lights/RectAreaLightUniformsLib.js";

// Must initialize uniforms first
RectAreaLightUniformsLib.init();

// RectAreaLight(color, intensity, width, height)
const rectLight = new THREE.RectAreaLight(0xffffff, 5, 4, 2);
rectLight.position.set(0, 5, 0);
rectLight.lookAt(0, 0, 0);
scene.add(rectLight);

// Helper
const helper = new RectAreaLightHelper(rectLight);
rectLight.add(helper);

// Note: Only works with MeshStandardMaterial and MeshPhysicalMaterial
// Does not cast shadows natively

Shadow Setup

Enable Shadows

// 1. Enable on renderer
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;

// Shadow map types:
// THREE.BasicShadowMap - fastest, low quality
// THREE.PCFShadowMap - default, filtered
// THREE.PCFSoftShadowMap - softer edges
// THREE.VSMShadowMap - variance shadow map

// 2. Enable on light
light.castShadow = true;

// 3. Enable on objects
mesh.castShadow = true;
mesh.receiveShadow = true;

// Ground plane
floor.receiveShadow = true;
floor.castShadow = false; // Usually false for floors

Optimizing Shadows

// Tight shadow camera frustum
const d = 10;
dirLight.shadow.camera.left = -d;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = -d;
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 30;

// Fix shadow acne
dirLight.shadow.bias = -0.0001; // Depth bias
dirLight.shadow.normalBias = 0.02; // Bias along normal

// Shadow map size (balance quality vs performance)
// 512 - low quality
// 1024 - medium quality
// 2048 - high quality
// 4096 - very high quality (expensive)

Contact Shadows (Fake, Fast)

import { ContactShadows } from "three/examples/jsm/objects/ContactShadows.js";

const contactShadows = new ContactShadows({
  resolution: 512,
  blur: 2,
  opacity: 0.5,
  scale: 10,
  position: [0, 0, 0],
});
scene.add(contactShadows);

Light Helpers

import { RectAreaLightHelper } from "three/examples/jsm/helpers/RectAreaLightHelper.js";

// DirectionalLight helper
const dirHelper = new THREE.DirectionalLightHelper(dirLight, 5);
scene.add(dirHelper);

// PointLight helper
const pointHelper = new THREE.PointLightHelper(pointLight, 1);
scene.add(pointHelper);

// SpotLight helper
const spotHelper = new THREE.SpotLightHelper(spotLight);
scene.add(spotHelper);

// Hemisphere helper
const hemiHelper = new THREE.HemisphereLightHelper(hemiLight, 5);
scene.add(hemiHelper);

// RectAreaLight helper
const rectHelper = new RectAreaLightHelper(rectLight);
rectLight.add(rectHelper);

// Update helpers when light changes
dirHelper.update();
spotHelper.update();

Environment Lighting (IBL)

Image-Based Lighting using HDR environment maps.

import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";

const rgbeLoader = new RGBELoader();
rgbeLoader.load("environment.hdr", (texture) => {
  texture.mapping = THREE.EquirectangularReflectionMapping;

  // Set as scene environment (affects all PBR materials)
  scene.environment = texture;

  // Optional: also use as background
  scene.background = texture;
  scene.backgroundBlurriness = 0; // 0-1, blur the background
  scene.backgroundIntensity = 1;
});

// PMREMGenerator for better reflections

Use this skill in a project

Open any RiverX project, search the Skills panel for calesthio/openmontage/threejs-lighting, and install it in one click.

Use this skill