In these 2 images, I have used RectAreaLight for the first image, and SpotLight for the 2nd image. The RectAreaLight is not lighting up the fabric properly, I am not sure of what is the problem here, is it because of a material issue or something ?
This is how the RectAreaLight for the Girl has been set up in the scene
{/* Girl Fill Light */}
<rectAreaLight
ref={girlRectFillRef}
position={[60.5, 1.75, -3.7]}
width={0.75}
height={2}
color="#a5c0d5"
intensity={0.8}
/>
This is how the Girl Character’s material structure is setup in the .jsx file that has been generated through gltfjsx, not sure if it would help or not
<skinnedMesh
name="Body"
geometry={nodes.Body.geometry}
material={materials.Skin_Mat}
skeleton={nodes.Body.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="cloth_low"
geometry={nodes.cloth_low.geometry}
material={materials.Cloth_Mat}
skeleton={nodes.cloth_low.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="Face"
geometry={nodes.Face.geometry}
material={materials.Skin_Mat}
skeleton={nodes.Face.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="Hair"
geometry={nodes.Hair.geometry}
material={materials['Hair&Shoes_Mat']}
skeleton={nodes.Hair.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="L_Eye_Ball"
geometry={nodes.L_Eye_Ball.geometry}
material={materials.Skin_Mat}
skeleton={nodes.L_Eye_Ball.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="L_Eye_Brow"
geometry={nodes.L_Eye_Brow.geometry}
material={materials.Skin_Mat}
skeleton={nodes.L_Eye_Brow.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="L_Eye_lash"
geometry={nodes.L_Eye_lash.geometry}
material={materials.Skin_Mat}
skeleton={nodes.L_Eye_lash.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="L_shoes"
geometry={nodes.L_shoes.geometry}
material={materials['Hair&Shoes_Mat']}
skeleton={nodes.L_shoes.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="Lower_teeth"
geometry={nodes.Lower_teeth.geometry}
material={materials.Skin_Mat}
skeleton={nodes.Lower_teeth.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="R_Eye_Ball"
geometry={nodes.R_Eye_Ball.geometry}
material={materials.Skin_Mat}
skeleton={nodes.R_Eye_Ball.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="R_Eye_Brow"
geometry={nodes.R_Eye_Brow.geometry}
material={materials.Skin_Mat}
skeleton={nodes.R_Eye_Brow.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="R_Eye_lash"
geometry={nodes.R_Eye_lash.geometry}
material={materials.Skin_Mat}
skeleton={nodes.R_Eye_lash.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="R_shoes"
geometry={nodes.R_shoes.geometry}
material={materials['Hair&Shoes_Mat']}
skeleton={nodes.R_shoes.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="Tounge"
geometry={nodes.Tounge.geometry}
material={materials.Skin_Mat}
skeleton={nodes.Tounge.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>
<skinnedMesh
name="Upper_teeth"
geometry={nodes.Upper_teeth.geometry}
material={materials.Skin_Mat}
skeleton={nodes.Upper_teeth.skeleton}
rotation={[Math.PI / 2, 0, 0]}
scale={0.01}
frustumCulled={false}
/>


