Use when setting up lighting in a Three.js scene: ambient, directional, point, spot, area, or environment lighting. Prevents the common mistake of too many shadow-casting lights, wrong intensity units, or missing environment maps for PBR. Covers all 7 light types, PMREMGenerator, HDR environment maps, physically correct intensity, helpers. Keywords: lighting, AmbientLight, DirectionalLight, PointLight, SpotLight, RectAreaLight, HemisphereLight, environment map, HDR, IBL, scene too dark, add l...
Scanned 9/8/2026
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---
name: threejs-impl-lighting
description: >
Use when setting up lighting in a Three.js scene: ambient, directional,
point, spot, area, or environment lighting. Prevents the common mistake
of too many shadow-casting lights, wrong intensity units, or missing
environment maps for PBR. Covers all 7 light types, PMREMGenerator,
HDR environment maps, physically correct intensity, helpers.
Keywords: lighting, AmbientLight, DirectionalLight, PointLight, SpotLight, RectAreaLight, HemisphereLight, environment map, HDR, IBL, scene too dark, add light, realistic lighting.
PMREMGenerator, scene.environment.
license: MIT
compatibility: "Designed for Claude Code. Requires Three.js r160+."
metadata:
author: OpenAEC-Foundation
version: "1.0"
---
# threejs-impl-lighting
## Quick Reference
### Light Types at a Glance
| Light | Shadows | Direction | Cost | Intensity Unit (r160+) |
|-------|---------|-----------|------|----------------------|
| `AmbientLight` | NO | None (uniform) | Negligible | Unitless multiplier |
| `HemisphereLight` | NO | Vertical gradient | Negligible | Unitless multiplier |
| `DirectionalLight` | YES | Parallel rays | Moderate | Lux |
| `PointLight` | YES (6-pass!) | Omnidirectional | High | Candela |
| `SpotLight` | YES | Cone | High | Candela |
| `RectAreaLight` | NO | Planar emission | Very high | Nits (cd/m2) |
| `LightProbe` | NO | Spherical harmonics | Low | Unitless multiplier |
### Critical Warnings
**NEVER** use `AmbientLight` as the sole light source -- it produces flat, dimensionless rendering. ALWAYS combine it with at least one directional or point light.
**NEVER** forget to add `light.target` to the scene when repositioning a `DirectionalLight` or `SpotLight` target -- the direction vector will NOT update without it.
**NEVER** use `RectAreaLight` without calling `RectAreaLightUniformsLib.init()` first (WebGLRenderer) or `RectAreaLightTexturesLib` (WebGPURenderer) -- the light will render incorrectly or not at all.
**NEVER** use more than 1-2 shadow-casting `PointLight` instances -- each requires 6 shadow map render passes. Use `SpotLight` with shadows as a cheaper alternative.
**ALWAYS** call `pmremGenerator.dispose()` after generating environment maps -- PMREMGenerator allocates significant GPU memory.
**ALWAYS** set `renderer.toneMapping` when using physically correct intensity values -- without tone mapping, high lux/candela values produce blown-out white scenes.
---
## Light Class Hierarchy
All lights inherit from `Light`, which extends `Object3D`:
```
Object3D
└── Light (abstract: .color, .intensity, .dispose())
├── AmbientLight — uniform fill
├── HemisphereLight — sky/ground gradient
├── DirectionalLight — parallel rays (sun)
├── PointLight — omnidirectional (bulb)
├── SpotLight — cone (flashlight)
├── RectAreaLight — planar (window/panel)
└── LightProbe — spherical harmonics (IBL)
```
The `Light` base class provides:
- `.color` (Color) -- light color, default `0xffffff`
- `.intensity` (number) -- strength multiplier, default `1`
- `.isLight` (boolean, readonly) -- ALWAYS `true`
- `.dispose()` -- releases GPU resources
---
## Physically Correct Lighting (r160+)
As of r160+, ALL lighting uses physically based units by default. The legacy `renderer.useLegacyLights` property was removed.
| Light Type | Intensity Unit | Description |
|-----------|---------------|-------------|
| DirectionalLight | **Lux** (lm/m2) | Sunlight: 50,000-100,000 lux |
| PointLight | **Candela** (lm/sr) | 100W bulb: ~1700 cd |
| SpotLight | **Candela** (lm/sr) | Stage spot: ~10,000 cd |
| RectAreaLight | **Nits** (cd/m2) | LED panel: ~500-5000 nits |
| AmbientLight | Unitless | Multiplier, no physical unit |
| HemisphereLight | Unitless | Multiplier, no physical unit |
The `.power` property on PointLight, SpotLight, and RectAreaLight gives luminous power in **lumens**:
- PointLight: `power = intensity * 4 * Math.PI`
- SpotLight: `power = intensity * Math.PI`
**ALWAYS** pair physically correct intensities with tone mapping:
```javascript
import * as THREE from 'three';
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.0;
```
---
## The 7 Light Types
### AmbientLight
Uniform fill light. NO direction, NO shadows. Use for base illumination only.
```javascript
const ambient = new THREE.AmbientLight(0x404040, 0.5);
scene.add(ambient);
```
### HemisphereLight
Sky-to-ground gradient. NO shadows. Simulates outdoor ambient with sky and ground bounce.
```javascript
const hemi = new THREE.HemisphereLight(0xffffbb, 0x080820, 1.0);
scene.add(hemi);
```
Properties: `.groundColor` (Color) -- lower hemisphere color.
### DirectionalLight
Parallel rays simulating distant light (sun). Direction = `light.position` to `light.target.position`.
```javascript
const sun = new THREE.DirectionalLight(0xffffff, 3);
sun.position.set(5, 10, 7.5);
scene.add(sun);
scene.add(sun.target); // REQUIRED for target repositioning
```
Properties: `.target` (Object3D), `.shadow` (DirectionalLightShadow).
### PointLight
Omnidirectional light from a single point. Shadows cost 6 render passes.
```javascript
const bulb = new THREE.PointLight(0xffaa44, 800, 20, 2);
bulb.position.set(0, 3, 0);
scene.add(bulb);
```
Properties: `.distance` (number, `0`=infinite), `.decay` (number, `2`=physically correct), `.power` (lumens).
### SpotLight
Cone-shaped light. ALWAYS set `penumbra >= 0.1` for realistic soft edges.
```javascript
const spot = new THREE.SpotLight(0xffffff, 1000);
spot.position.set(0, 10, 0);
spot.angle = Math.PI / 6;
spot.penumbra = 0.3;
spot.decay = 2;
scene.add(spot);
scene.add(spot.target); // REQUIRED for target repositioning
```
Properties: `.angle` (max `Math.PI/2`), `.penumbra` (0-1), `.distance`, `.decay`, `.power`, `.map` (cookie texture, REQUIRES `castShadow = true`), `.target`, `.shadow`.
### RectAreaLight
Planar emitter for windows, panels, strip lights. Works ONLY with `MeshStandardMaterial` and `MeshPhysicalMaterial`. CANNOT cast shadows.
```javascript
import { RectAreaLightUniformsLib } from 'three/addons/lights/RectAreaLightUniformsLib.js';
RectAreaLightUniformsLib.init(); // MUST call before creating any RectAreaLight
const panel = new THREE.RectAreaLight(0xffffff, 5, 4, 10);
panel.position.set(5, 5, 0);
panel.lookAt(0, 0, 0); // Orient using lookAt, NOT rotation
scene.add(panel);
```
Properties: `.width`, `.height`, `.power` (lumens).
### LightProbe
Spherical harmonics-based ambient lighting. Useful for AR and baked environment lighting.
```javascript
import { LightProbeGenerator } from 'three/addons/lights/LightProbeGenerator.js';
const probe = LightProbeGenerator.fromCubeTexture(cubeTexture);
scene.add(probe);
```
---
## Environment Maps (IBL)
Image-Based Lighting (IBL) provides the most realistic ambient illumination for PBR materials. The standard workflow uses `RGBELoader` + `PMREMGenerator`.
### Standard HDR Environment Workflow
```javascript
import * as THREE from 'three';
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
const pmremGenerator = new THREE.PMREMGenerator(renderer);
const rgbeLoader = new RGBELoader();
rgbeLoader.load('environment.hdr', (hdrTexture) => {
const envMap = pmremGenerator.fromEquirectangular(hdrTexture);
scene.environment = envMap.texture; // ALL PBR materials auto-use this
scene.background = envMap.texture; // Optional: visible HDR background
hdrTexture.dispose(); // Free source texture
pmremGenerator.dispose(); // ALWAYS dispose after use
});
```
### scene.environment vs scene.background
| Property | Effect | When to Use |
|----------|--------|-------------|
| `scene.environment` | PBR reflections + ambient lighting on all Standard/Physical materials | ALWAYS for realistic PBR |
| `scene.background` | Visible skybox/backdrop | When you want the HDR visible |
| Both set to same texture | Full IBL with visible environment | Most common for product shots |
| `scene.backgroundBlurriness` | Blur the background (0-1) | Depth-of-field effect on backdrop |
| `scene.environmentIntensity` | Scale IBL contribution | Fine-tune ambient level |
| `scene.environmentRotation` | Rotate the environment map | Adjust light direction without moving lights |
When `scene.environment` is set, ALL `MeshStandardMaterial` and `MeshPhysicalMaterial` instances AUTOMATICALLY use it for reflections and ambient lighting -- no per-material configuration needed.
### PMREMGenerator Methods
| Method | Input | Purpose |
|--------|-------|---------|
| `fromEquirectangular(texture)` | Equirectangular texture | Convert HDR panorama to PMREM |
| `fromScene(scene, sigma?)` | Three.js Scene | Generate PMREM from a 3D scene |
| `fromCubemap(texture)` | CubeTexture | Convert cubemap to PMREM |
| `dispose()` | -- | Free GPU memory (ALWAYS call) |
### EXR Alternative
```javascript
import { EXRLoader } from 'three/addons/loaders/EXRLoader.js';
new EXRLoader().load('environment.exr', (exrTexture) => {
const envMap = pmremGenerator.fromEquirectangular(exrTexture);
scene.environment = envMap.texture;
exrTexture.dispose();
pmremGenerator.dispose();
});
```
---
## Light Helpers
| Helper | Import | Constructor |
|--------|--------|-------------|
| `DirectionalLightHelper` | `three` | `new DirectionalLightHelper(light, size?, color?)` |
| `SpotLightHelper` | `three` | `new SpotLightHelper(light, color?)` |
| `PointLightHelper` | `three` | `new PointLightHelper(light, sphereSize?, color?)` |
| `HemisphereLightHelper` | `three` | `new HemisphereLightHelper(light, size, color?)` |
| `RectAreaLightHelper` | `three/addons/helpers/RectAreaLightHelper.js` | `new RectAreaLightHelper(light)` |
| `LightProbeHelper` | `three/addons/helpers/LightProbeHelper.js` | `new LightProbeHelper(probe, size)` |
**ALWAYS** call `helper.update()` after changing light properties if the helper does not auto-update.
```javascript
const helper = new THREE.DirectionalLightHelper(dirLight, 5);
scene.add(helper);
// After changing dirLight properties:
helper.update();
```
---
## Performance Budget
| Category | Budget |
|----------|--------|
| Mobile WebGL | Max 4-5 real-time lights total |
| Desktop WebGL | Max 8-16 lights depending on scene |
| Shadow-casting PointLights | Max 1-2 (6 passes each) |
| RectAreaLights | Max 2-3 (expensive LTC evaluation) |
**ALWAYS** prefer baked lighting for static environments over real-time lights.
**ALWAYS** use environment maps (IBL) as the primary ambient source instead of multiple fill lights.
---
## Reference Links
- [references/methods.md](references/methods.md) -- Complete API signatures for all light types and PMREMGenerator
- [references/examples.md](references/examples.md) -- Lighting recipes: outdoor, indoor, studio, product
- [references/anti-patterns.md](references/anti-patterns.md) -- Common lighting mistakes and fixes
### Official Sources
- https://threejs.org/docs/#api/en/lights/AmbientLight
- https://threejs.org/docs/#api/en/lights/DirectionalLight
- https://threejs.org/docs/#api/en/lights/PointLight
- https://threejs.org/docs/#api/en/lights/SpotLight
- https://threejs.org/docs/#api/en/lights/RectAreaLight
- https://threejs.org/docs/#api/en/lights/HemisphereLight
- https://threejs.org/docs/#api/en/lights/LightProbe
- https://threejs.org/docs/#api/en/extras/PMREMGenerator
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