Gustav Sterbrant
Gustav Sterbrant
It's more than that too. We don't refract with the environment map in this one, but use the grab pass result. But yes, I think there should be a flag...
The new refraction code is now behind a flag, useDynamicRefractions, which is enabled in the GLB loader by default.
It's actually a bit complicated, since it's different for different types of lights. Filament describes it very well here: https://google.github.io/filament/Filament.md.html#lighting/units Of course this puts even more emphasis on the importance...
We'd probably a flag like that too, to not break old projects...
You'd just need to change how you sample the texture. Instead of doing all the heavy projection math, you can just use the angle between surface and the light to...
@MAG-AdrianMeredith We support point lights in lumen. However, you can always write a converter candela -> lumen and feed that value instead. I thought we might want to write a...
@MAG-AdrianMeredith Ah, so from my understanding, glTF provides light intensities in candela because it represents luminous power per solid angle. From a user perspective, using candela makes little sense since...
@querielo I implemented your suggestion, huge thanks for all the legwork there! To test it, I used a spot light with a 0 inner angle and 90 degree outer angle,...
@MAG-AdrianMeredith In this PR, I would suggest the lights-physical-units example which shows off a scene using the GLB with punctual lights and all that. That GLB does have very weak...
@MAG-AdrianMeredith The default camera settings are adjusted for outdoors lighting like the sun and sky. In proportion to the sun at around 100k-120k lm/m^2, a 100W light bulb is something...