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Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights,…
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
don't have the plugin yet? install it then click "run inline in claude" again.