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
- 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.
- 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.
- Mind light intensity. Since r155, lighting is physically based; modern
intensities are higher than old tutorials (a key DirectionalLight ≈ 1–3).
- 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.
- Use an environment map for grounded reflections. Assign an equirectangular or
PMREM-processed texture to scene.environment; PBR materials pick it up automatically.
- 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*Materialfor 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 (setshadowMap, tone mapping).threejs-gltf-loading— models arrive with PBR materials this skill tunes.shader-programming— custom shader effects (engine-agnostic concept).











