The basic material for example will not work with light, and the name can be said of the Normal material and the depth material. One thing to keep in might with light in three.js is that not all materials will work with light sources. 1.2 - Check your materials, and know your options when it comes to materials #AMBIENT LIGHT IDEAS CODE#There is still a lot chaining with three.js real fast, so it is possible that some of these code examples here might break at some point in the future for this reason. I do not thing that much has changed with ambient light in three.js sense then, but a whole lot has changed with three.js. When I first wrote this post I was using r98 of three.js, and the last time I cam a round to do a little updating of the code examples I was using three.js r125 of three.js. 1.1 - What version of three.js are you using? Being aware of ambient light is just one of several options when it comes to adding a light source to a three.js project, so it is something that one should at least be aware of. So I assume that you have gone beyond the hello world stage of three.js at thins point and are now just trying to figure out some of the basics when it comes to light sources. This is not a getting started post on three.js or javaScript in general as getting into the very basics is outside the scope of this post. This is a post on adding ambient light to a three.js project to set a base amount of light for all mesh object materials. 1 - Ambient light in three.js and what to know before getting into light. In the process of doing so I will also be covering a few other loosely related topics when it comes to light in general, such as the kinds of materials that can be used that will be effected by light. So then in this post I will just be going over a few quick examples of using ambient light in a three.js project. I also like to tone down the intensity of an ambient light so that it does not end up making all the surfaces fully intense canceling out the effects of any additional direction light sources I might have added. However it is often a good idea to combine ambient light with one of these kinds of lights in order to see a kind of depth. This kind of light source is very different from spot lights or point lights that radiant out light from a certain point in space and only illuminate surfaces that strike the surfaces that they come in contact with. By adding an ambient light it will just simply light up all surfaces of all mesh objects that are skinned with a material that will respond to light when it is added to the scene object. Ambient Light differs from other light sources in that it will evenly illuminate materials evenly from all directions, actually direction is not really even taken into account with this kind of light source. When making a three.js project, and working with materials that respond to light such as the standard material it might be desirable to add some ambient light to a scene.
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