threejs-animation
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating…
Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.
$ npx -y skills add cloudai-x/threejs-skills --skill threejs-lighting --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-lightingContext preview
The summary Claude sees to decide when to auto-load this skill.
Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.
name: threejs-lighting description: Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.
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 | Description | Shadow Support | Cost | | ---------------- | ---------------------- | -------------- | -------- | | AmbientLight | Uniform everywhere | No | Very Low | | HemisphereLight | Sky/ground gradient | No | Very Low | | DirectionalLight | Parallel rays (sun) | Yes | Low | | PointLight | Omnidirectional (bulb) | Yes | Medium | | SpotLight | Cone-shaped | Yes | Medium | | RectAreaLight | Area light (window) | No\* | High |
\*RectAreaLight shadows require custom solutions
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;
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;
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);
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);
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.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;
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.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;
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// 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
// Tight shado
A curated collection of Three.js skill files that provide Claude Code with foundational knowledge for creating 3D elements and interactive experiences.
Repo: cloudai-x/threejs-skills
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating…
Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers,…
Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom…
Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera…
Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress.
Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or…