My goal is to make the “Hello World“ (It’s a TextGeometry) as glowing as the three RectAreaLight (and the helpers). Some people talk about a MeshStandardMaterial with emissive and a spot light, but to be honest, I can’t find the trick here…
In a path-tracing renderer, just emissive would be enough — once a material emits light, path-tracing propagates the light throughout the scene, and it affects the rest of the scene as expceted. But in a realtime rasterizing renderer things are more complicated, we cannot simply model light coming from arbitrary surfaces and contributing to arbitrary other surfaces.
Two post-processing effects you might consider would be screen-space reflections or bloom. Cheaper alternatives might include baked lighting, or faking the glow with a semi-transparent mesh, depending on the appearance you want to see.