I have a jsfiddle containing a fixed Sun and Moons and a moving planet Earth which orbits the Sun.
Here is the code for the two Lights (Ambient and Point) and example objects.
var light2 = new THREE.AmbientLight(0x444444);//... for lighting the Sun and other MeshBasicMaterial meshes.
scene.add(light2);
//... PointLight
// http://threejs.org/docs/#Reference/Lights/PointLight
var light3 = new THREE.PointLight( 0xffffff, 10, 150000,1);
light3.castShadow = true;
light3.shadow.camera.near = 1;
light3.shadow.camera.far = 5000;
light3.shadow.camera.fov = 90;
// light3.shadowCameraVisible = true;
light3.shadow.bias = 0.001;
scene.add( light3 );
// SPHERES
var sphereGeom = new THREE.SphereGeometry( 40, 32, 16 );
var SunMaterial = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
this.Sun01 = new THREE.Mesh( sphereGeom.clone(), SunMaterial );
Sun01.position.set(-500, 0, 220);
scene.add( Sun01 );
//Sun01.castShadow = false;
//Sun01.receiveShadow = false;
light3.position.set( Sun01.position.x, Sun01.position.y , Sun01.position.z);
var moonMaterial = new THREE.MeshPhongMaterial( { color: 0xaa00aa } );
var Moon02 = new THREE.Mesh( sphereGeom.clone(), moonMaterial );
Moon02.scale.set( 0.5,0.5,0.5 );
Moon02.position.set(-200, 0, 220);
scene.add( Moon02 );
Moon02.castShadow = true;
Moon02.receiveShadow = false;
There are two problems.
Firstly distant fixed moons are not illuminated by the PointLight even though they are within range.
Secondly shadows from the distant moons appear on the (Sun-orbitting) Earth even though the Earth is nearer the Sun than those fixed moons.
Note that an inner fixed moon (named Moon02, magenta in color) does get illuminated by the PointLight and it does cast a shadow on the Earth.
Here is the Renderer set-up code:-
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0x000022 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
//... Enable Shadows
renderer.shadowMap.enabled = true;//.shadowMapEnabled = true;
//renderer.shadowMap.type = THREE.BasicShadowMap;//
//renderer.shadowMap.type = THREE.PCFShadowMap
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
My Question = What needs to be done to (a) illuminate the outer moons and (b) ensure the shadows of outer moons do not appear on the (inner, nearer-to-Sun) planet Earth.