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Object3DLight

HemisphereLight

A light source positioned directly above the scene, with color fading from the sky color to the ground color.

This light cannot be used to cast shadows.

Code Example

const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 ); scene.add(
light );

Examples

[example:webgl_animation_skinning_blending animation / skinning / blending ]
[example:webgl_lights_hemisphere lights / hemisphere ]
[example:misc_controls_pointerlock controls / pointerlock ]
[example:webgl_loader_collada_kinematics loader / collada / kinematics ]
[example:webgl_loader_stl loader / stl ]

Constructor

HemisphereLight

function HemisphereLight( skyColor: Integer, groundColor: Integer, intensity:
Float ): void;

skyColor - (optional) hexadecimal color of the sky. Default is 0xffffff.
groundColor - (optional) hexadecimal color of the ground. Default is 0xffffff.
intensity - (optional) numeric value of the light's strength/intensity. Default is 1.

Creates a new HemisphereLight.

Properties

See the base Light class for common properties.

color

color: Float;  

The light's sky color, as passed in the constructor. Default is a new Color set to white (0xffffff).

groundColor

groundColor: Float;  

The light's ground color, as passed in the constructor. Default is a new Color set to white (0xffffff).

isHemisphereLight

isHemisphereLight: Boolean;  

Read-only flag to check if a given object is of type HemisphereLight.

position

position: Vector3;  

This is set equal to Object3D.DEFAULT_UP (0, 1, 0), so that the light shines from the top down.

Methods

See the base Light class for common methods.

copy

function copy( source: HemisphereLight ): this;  

Copies the value of .color, .intensity and .groundColor from the .ight light into this one.

Source

src/lights/HemisphereLight.js