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Physical Lights

Coloured point lights circling over a polished wooden floor and a ring of metal objects, with bloom. Loops perfectly.

3D object, V2 Objects3DSeamless loop, verified272 lines of codev1.0.0

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Physical Lights preview
Starting live preview…
00:00:00:00 / 00:00:00:01

Live, running the real source at reduced resolution.

Your current settings go with it. Combine several clips and hand them over together from your sequence.

Effect controls

Presets

3
1
1
17

The preview runs the same code your AI receives. These settings travel with the hand-off.

Info

What it is

Coloured lights circling over a polished wooden floor and a ring of metal objects. Real point lights (red, green and blue by default, with physically based falloff) orbit at different heights and speeds; where their pools overlap on the boards the colours mix, on the metal they slide across as sharp coloured reflections, and each light is a small glowing bead that blooms. Choose the number of lights, the colours (rgb, warm, cool or neon), the objects (mixed metals or all spheres), how strong the lights are, the base laps per loop, the seed, and whether the camera sways.

Reuse it in your own idea

  • Lighting brand: RGB, mixed metals.
  • Warm hospitality: Warm, four lights.
  • Club: Neon, six lights, spheres.

Which part is reusable

src/physical-lights.js is the ingredient your AI reuses. demo.js is only the example scene around it, and uses chrome-material only for the demo.

Good to know

  • Metals reflect the lights and a faint environment, not each other.
  • There are no shadows, so the objects do not cast light-coloured shadows on the floor.

Technical details

Technical details
Implementation
Three.js 0.185.1 (WebGL) · ES module src/physical-lights.js
Exports
  • createLightShow({ lights?, palette?, objects?, power?, laps?, seed? }) => { group, setProgress(progress), dispose() }
  • createBloomPass(renderer, { width, height, glow?, exposure?, grain? }) => { render(scene, camera, output?), dispose() }
  • PALETTES: { rgb, warm, cool, neon }
Dependencies (exact)
  • three@0.185.1 (source) — Renderer, geometry and shader materials.
  • chrome-material@1.1.0 (demo) — Studio environment light, backdrop and contact shadow.
  • apw-runtime@1.0.0 (demo) — Demo harness.
How it fits a scene

Coordinates: The floor (60 across) lies on y = 0; the objects stand in a ring of radius 4.6–5.1; lights orbit at radii 2.2–6.5 and heights 2.4–3.3.

Lighting: Up to six physically based point lights (decay 2) plus a faint studio environment for the metals; each light carries a self-lit bead.

Timing: setProgress(progress) places each light and turns each object; frames render in any order.

Output
1080×1080, 30 fps, 16 s · procedural (computed from the frame number) · seamless loop — Each light makes a whole number of laps per loop (the lights differ by whole laps and alternate directions), bobs by whole cycles, and every object turns a whole number of times, and the camera sway is a sine of the loop, so the last frame meets the first.
Tested
Rendered 480 frames on 2026-10-06 in Chrome 154.0.8037.97 headless on Linux 7.0.0-38-generic (x64), Node 22.14.0 (WebGL 2 via SwiftShader (software)). Same frame twice from fresh pages: identical. Loop: Frame 0 vs end state (progress 1): mean |Δ| 0.0000, max |Δ| 0 of 255.
Performance
A floor, six metal meshes and up to six point lights without shadows, plus the bloom: a couple of milliseconds a frame on an integrated Intel GPU. Software WebGL renders in several seconds a frame.
Export a video yourself
Download the source, then in the folder: npm install npm run render -- physical-lights/1.0.0 --out my-video.mp4Needs Node 18+, ffmpeg and Chrome/Chromium. Add --params my-settings.json (from Copy settings) for your own settings.
Version
1.0.0 · sha256:a099d6fc78ea458b…
Files
License
MIT. Copyright (c) 2026 AI Pixel Wizard. Released under the MIT License. See LICENSE in this folder. License details
Provenance
Adapted from the owner's threejs-sketches/lighting-materials/physical-lights (MIT) and rebuilt for AI Pixel Wizard in October 2026 as an original scene: physically based coloured point lights orbiting by whole laps over a canvas-drawn wooden floor and six metal objects, through a bloom, on an exact loop.
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