In the following example, the ambient light is not working (everything is black). Why is this happening? And how do I fix it? If I put spot light, it works, so it must be something wrong with the ambient light, but I followed the docs ... =:O
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry(1, 1, 1);
material = new THREE.MeshStandardMaterial({
color: 0x0c79bf,
roughness: 0.71,
metalness: 1,
normalScale: new THREE.Vector2(1, -1), // why does the normal map require negation in this case?
side: THREE.DoubleSide
});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
var alight = new THREE.AmbientLight(0x404040);
scene.add(alight);
camera.position.z = 5;
var animate = function() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
animate();
body {
margin: 0;
}
canvas {
width: 100%;
height: 100%
}
<script src="https://cdn.jsdelivr.net/npm/three@0.122.0/build/three.min.js"></script>
Ambient light in three.js is a simple model of indirect light which is reflected by the material diffusely.
In your example, you have set the material metalness
property to 1; that is, you are modeling a pure metal. Pure metals do not reflect light diffusely -- they only reflect light specularly.
When using MeshStandardMaterial
, you should always specify an environment map (material.envMap
) so your metallic materials have something to reflect.
three.js r.89