Adding a SpotLight to Camera in ThreeJS: A Step-by-Step Guide

Trying to add a flashlight effect using Three.js r105

I'm attempting to attach a SpotLight to the camera to achieve a "Flashlight" effect. However, once I connect the SpotLight to my Camera, the light seems to completely stop working. What could be the issue here?

Interestingly, the LightHelper appears to be functioning properly. Additionally, when I add the SpotLight independently to the Scene, everything works as expected.

But as soon as I link the SpotLight to the Camera, there is no sign of even the smallest hint of light

const cameraLight = new THREE.SpotLight(0xffffff, 4, 40);
cameraLight.castShadow = true;

cameraLight.shadow.bias = -0.0001;
cameraLight.shadow.mapSize.width = 512;
cameraLight.shadow.mapSize.height = 512;
cameraLight.shadow.camera.near = 0.1;
cameraLight.shadow.camera.far = 500;

var d = 32;

cameraLight.shadow.camera.left = -d;
cameraLight.shadow.camera.right = d;
cameraLight.shadow.camera.top = d;
cameraLight.shadow.camera.bottom = -d;

cameraLight.visible = true;
cameraLight.distance = 40;
cameraLight.decay = 1;
cameraLight.angle = Math.PI/2;
cameraLight.penumbra = 0.1;

camera.add( cameraLight );
cameraLight.position.set( 0, 0, 1);
cameraLight.target = camera;    

var cameraLightHelper = new THREE.PointLightHelper( cameraLight, 5, 0x00ff00 );
scene.add( cameraLightHelper );

scene.add( camera );

https://i.sstatic.net/WqT9u.png

Answer №1

After numerous attempts, I finally cracked the code and got it to work

const spotlight = new THREE.SpotLight(0xffffff, 6);
spotlight.castShadow = true;

spotlight.shadow.bias = -0.0001;
spotlight.shadow.mapSize.width = 512/4 * renderer.capabilities.maxTextures; // default
spotlight.shadow.mapSize.height = 512/4 * renderer.capabilities.maxTextures; // default
spotlight.shadow.camera.near = 0.1; // default
spotlight.shadow.camera.far = 500; // default

var d = 32;

spotlight.shadow.camera.left = -d;
spotlight.shadow.camera.right = d;
spotlight.shadow.camera.top = d;
spotlight.shadow.camera.bottom = -d;

spotlight.visible = true;
spotlight.distance = 40;
spotlight.decay = 1;
spotlight.angle = Math.PI/4;
spotlight.penumbra = 0.1; 
    
camera.add(spotlight);
spotlight.position.set(0, 0, 1);
scene.add(camera);
spotlight.target = camera;

Essentially the same thing..

I also cleared my cache, could that have been causing the issue? I'm not sure

Answer №2

If you are working with a Spotlight, it is advisable to utilize a SpotlightHelper instead of a PointlightHelper.

Ensure that your Spotlight is included in the Scene. Remember that an object can only have one parent. If you add a light to the scene and then attach it to the camera, it will no longer be part of the scene.

// Adding spotlight to the scene
scene.add(spotlight);

// Removing spotlight from scene and adding to camera
camera.add(spotlight);

If you have not added your camera to the scene, the light will not be rendered. You can resolve this by nesting one inside the other:

camera.add(spotlight);
scene.add(camera);

Now the light becomes the "grandchild" of the scene and will render properly. Just ensure that your spotlight is facing the same direction as the camera. It might be pointing in the wrong direction, preventing you from seeing the cone of light. Using Spotlighthelper can assist you in determining its orientation.

Answer №3

  • What type of camera includes an "add" function?
  • The PointLightHelper requires a PointLight as its initial parameter.

https://i.sstatic.net/B16zX.png

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