THREE.JS / FOUNDATIONS 134

Same lights. Different rules.

A NodeMaterial’s surface graph is only half the story. Keep the same geometry, color nodes, and light rig, then swap the lighting model or narrow the material’s light list to see which part of the result changed.

Initializing -

Preparing the physical and toon lighting paths.

Material
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Lighting model
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Light ownership
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Active lights
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Graph builds
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Draw calls
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Triangles
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CPU avg
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CPU p95
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Light cache
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Lighting contractready

Intensity and light motion update the active light data without rebuilding the material.

Lighting graphphysical
surface nodes->lightsNode->PhysicalLightingModel->output

MeshStandardNodeMaterial keeps its physical lighting model and evaluates the scene-wide light list.

The official ToonLightingModel quantizes direct irradiance through a gradient map. Use ?forceWebGL=1 to compile the same NodeMaterial lighting paths through WebGL2.

Next: pipeline ownership boundaries ->
LAB 134 / NODE LIGHTING MODELS