The Lambert shader does not distinguishing between light sources for creating shadows, thus any light that creates a shadow blocks all lights in that area.
Exactly like the old issue with Phong materials, which has been fixed:
https://github.com/mrdoob/three.js/issues/6693
"Shadows should be applied only to shadow casting light."
Here's a screenshot of the Lambert and Phong materials and their shadows from two light sources, red and green:
https://imgur.com/gallery/zyuaf
The code:
https://codepen.io/SarahC/pen/zPjbdK/?editors=0010
R88?
https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js
Tested in Chrome only.
Tested on Windows only.
Running on GTX970.
See https://github.com/mrdoob/three.js/issues/12457#issuecomment-338718823.
Ah - limitation of the Lambert shader, thanks for pointing it out.
I'm happy to close the post. =)
Isn't the title of this post incorrect ?
Balls..... yeah.... I was thinking Lambert, and typed Phong.
It's been a loooooooooong week, and not enough coffee.
You understood what the title was supposed to be and linked to the relevant post. Impressive.
Balls..... yeah....
That is an expression I don't hear every day 馃榿
mrdoob, you're hanging with the wrong people. ;)
Most helpful comment
That is an expression I don't hear every day 馃榿