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threejs-lights

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When to use this skill

ALWAYS use this skill when the user mentions:

  • Enabling castShadow / receiveShadow, shadow map size, bias, normal bias, camera frusta for shadow casters
  • Physical lights: intensity, distance/decay, angle/penumbra for spots, rect area setup
  • LightProbe for irradiance-style probes; IESSpotLight with IES data

IMPORTANT: lights vs loaders vs node-tsl

| Topic | Skill | |-------|--------| | Light classes and shadows | threejs-lights | | Loading IES/HDR files | threejs-loaders | | LightNode / TSL lighting | threejs-node-tsl |

Trigger phrases include:

  • "DirectionalLight", "SpotLight", "RectAreaLight", "castShadow", "shadow map"
  • "阴影", "点光源", "面光源", "LightProbe"

How to use this skill

  1. Base recipe: ambient/hemisphere fill + directional sun + local points/spots.
  2. Shadows: enable on renderer, mark casters/receivers, tune map size vs performance, adjust bias to remove acne/peter-panning.
  3. RectArea: initialize addon libs per docs page before using light type.
  4. Probes: place probes; generate data via addon generator when applicable; relate to materials env reflections (threejs-materials, threejs-textures).
  5. IES: load profile via loader skill, attach to IESSpotLight per docs.
  6. Performance: limit shadow-casting lights; use layers (threejs-objects) to exclude objects.

See examples/workflow-directional-shadow.md.

Doc map (official)

| Docs section | Representative links | |--------------|----------------------| | Lights | https://threejs.org/docs/Light.html | | Directional | https://threejs.org/docs/DirectionalLight.html | | Spot | https://threejs.org/docs/SpotLight.html | | Rect area | https://threejs.org/docs/RectAreaLight.html |

Scope

  • In scope: Core lights, shadow maps, probes, listed addons for rect area and probe generation.
  • Out of scope: CSM deep theory (see addon Csm docs if user names it); baked lightmaps in DCC.

Common pitfalls and best practices

  • Shadow map resolution must match scene scale—tiny shadows on huge worlds look blocky.
  • Point light shadows are six-face expensive—use wisely.
  • RectAreaLight without required libs yields black or wrong shading—verify init.
  • Mismatched physical units (intensity vs exposure) with threejs-renderers tone mapping causes blown or dim scenes.
  • Shadow bias / normalBias trade-offs: acne vs peter-paning—tune with helper frusta (threejs-helpers).

Documentation and version

Light and shadow classes live under Lights in three.js docs. RectAreaLight and probe addons depend on extra init from Addons → Lights; IES profiles require threejs-loaders for file fetch before the light API is usable.

Agent response checklist

When answering under this skill, prefer responses that:

  1. Link the concrete light type (DirectionalLight, SpotLight, …) and shadow pages when shadows are on.
  2. Separate IES loading to threejs-loaders and LightNode topics to threejs-node-tsl.
  3. Give practical shadow map size / bias guidance with threejs-helpers for frustum visualization.
  4. Mention renderer.shadowMap.enabled alongside light castShadow (see threejs-renderers).
  5. Note performance cost of multiple shadow-casting lights.

References

  • https://threejs.org/docs/#Lights
  • https://threejs.org/docs/DirectionalLight.html
  • https://threejs.org/docs/SpotLight.html
  • https://threejs.org/docs/LightShadow.html

Keywords

English: lights, shadows, directional, spotlight, rectarea, lightprobe, three.js

中文: 灯光、阴影、平行光、聚光灯、面光源、LightProbe、three.js

能力边界

✅ 适用场景

  • 当你需要使用此技能对应的技术栈时
  • 当项目需要遵循最佳实践时
  • 当需要快速上手或深入理解核心概念时

⚠️ 需要注意

  • 复杂业务逻辑需要结合具体场景调整
  • 性能优化需要根据实际数据量评估

❌ 不适用场景

  • 不相关的技术栈或框架
  • 需要完全自定义的特殊场景

常见陷阱 (Gotchas)

  1. 版本兼容性:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异
  2. 配置文件格式:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查
  3. 环境变量:确保所有必要的环境变量已正确设置,敏感信息不要硬编码
  4. 依赖冲突:多版本共存时注意依赖冲突,使用 lock 文件锁定版本
  5. 性能陷阱:大数据量场景下注意性能优化,避免 N+1 查询等常见问题

使用流程

Step 1: 环境准备

确保开发环境已安装必要的依赖和工具。

Step 2: 配置初始化

根据项目需求进行基础配置。

Step 3: 核心功能使用

按照示例代码实现核心功能。

Step 4: 测试验证

运行测试确保功能正常。

Step 5: 部署上线

完成开发后进行部署和监控。