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.
const light = new v3d.HemisphereLight(0xffffbb, 0x080820, 1); scene.add(light);
animation / skinning / blending
lights / hemisphere
controls / pointerlock
loader / collada / kinematics
loader / stl
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.
See the base Light class for common properties.
The light's sky color, as passed in the constructor. Default is a new Color set to white (0xffffff).
The light's ground color, as passed in the constructor. Default is a new Color set to white (0xffffff).
Read-only flag to check if a given object is of type HemisphereLight.
This is set equal to Object3D.DefaultUp (0, 1, 0), so that the light shines from the top down.
See the base Light class for common methods.
Copies the value of color, intensity and groundColor from the source light into this one.
For more info on how to obtain the source code of this module see this page.