# Clustered lighting with NME has glitches

**URL:** <https://forum.babylonjs.com/t/clustered-lighting-with-nme-has-glitches/60719>\
**Category:** Bugs\
**Tags:** nme, clustered-lighting\
**Created:** [September 30, 2025, 7:01am UTC](https://forum.babylonjs.com/t/clustered-lighting-with-nme-has-glitches/60719 "2025-09-30T07:01:05Z")\
**Posts on this page:** 3\
**Page:** 1

<div class="post-metadata">

**Author:** ![CrashMaster](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/crashmaster/32/23662_2.png) [@CrashMaster](https://forum.babylonjs.com/u/CrashMaster)\
**Post date:** [September 30, 2025, 7:01am UTC](https://forum.babylonjs.com/t/clustered-lighting-with-nme-has-glitches/60719/1 "2025-09-30T07:01:05Z")

</div>

Hey there,

Following [How to use clustered lighting with PBR NME - #3 by CrashMaster](https://forum.babylonjs.com/t/how-to-use-clustered-lighting-with-pbr-nme/60504/3)

I see, Clustered Lighting support has landed in NME with this PR: [Material: Add support for clustered lights to node materials by Popov72 · Pull Request #17180 · BabylonJS/Babylon.js · GitHub](https://github.com/BabylonJS/Babylon.js/pull/17180)

So tried again my PG from last topic and I have weird visual glitches:

 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/2/0/20114ebad575322c8f6003549f9df4a1f49076d0.jpeg)

> **[Babylon.js Playground](https://playground.babylonjs.com/#CSCJO2%2332)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL and WebGPU 3D scenes

I am getting this error:

```auto
Uncaught (in promise) TypeError: can't access property "program", t is null
    bindSamplers thinEngine.ts:3787
    enableEffect thinEngine.ts:2292
    apply postProcess.ts:1067
    directRender postProcessManager.ts:136
    s rgbdTextureTools.ts:99
    executeWhenCompiled effect.ts:625
    s rgbdTextureTools.ts:93
    notifyObserver observable.ts:473
    add observable.ts:275
    addOnce observable.ts:300
    s rgbdTextureTools.ts:92
    s tslib.es6.mjs:147
    s tslib.es6.mjs:128
    a tslib.es6.mjs:118
thinEngine.ts:3787:26

WebGL warning: texImage: No texture bound to TEXTURE_2D[31]. 

```

I read the updated documentation but I don’t see what I am missing, any idea?

---

<div class="post-metadata">

**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [September 30, 2025, 7:57am UTC](https://forum.babylonjs.com/t/clustered-lighting-with-nme-has-glitches/60719/2 "2025-09-30T07:57:31Z")

</div>

Regarding the visual glitches, see:

> **[Babylon.js docs](https://doc.babylonjs.com/features/featuresDeepDive/lights/clusteredLighting/#materials-with-a-physical-falloff-may-cause-artefacts)**

Using glTF falloff makes your PG work:

 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/1/1/117a6c363aa591b513029c1656e98aa06d0a6ce8.png)

> **[Babylon.js Playground](https://playground.babylonjs.com/#CSCJO2%2333)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL and WebGPU 3D scenes

Note that I couldn’t reproduce the error you got.

To illustrate, here are two PGs showing the Sponza scene with node materials:

- Std lighting: [https://playground.babylonjs.com/#QY98Z3#19](https://playground.babylonjs.com/#QY98Z3#19)
- PBR lighting: [https://playground.babylonjs.com/#QY98Z3#20](https://playground.babylonjs.com/#QY98Z3#20)

 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/a/f/afc0cce42d8d76bbcc15b061e5e0b5ef4ed4e845.jpeg)

---

<div class="post-metadata">

**Author:** ![CrashMaster](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/crashmaster/32/23662_2.png) [@CrashMaster](https://forum.babylonjs.com/u/CrashMaster)\
**Post date:** [September 30, 2025, 8:13am UTC](https://forum.babylonjs.com/t/clustered-lighting-with-nme-has-glitches/60719/3 "2025-09-30T08:13:31Z")

</div>

Oh I didn’t re-read the older parts of the doc my bad ^^’ I got the error only when using firefox (not in Chrome).

Anyway, it works very well with the GLTF falloff 👌 Thanks for your fast answer!
