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"gltfviewer -s" results in no lighting #3366
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thanks in advance |
There’s a directional light by default, no point lights. Could you provide screenshots please? Directional lighting works with or without -s in all my tests. |
In my gltf, there are two point light. we checked the code, without -s, gltf_viewer would execute function "fitIntoUnitCube", why is that? |
It does this so the loaded glTF can be visible from the default camera position and entirely visible on screen. This is a pretty common thing to do in 3D viewers. |
If the glTF file doesn't have a range set for punctual lights, we give it an arbitrary one (10.0 units I believe). When using |
The entire glTF file. https://github.com/JackKaiXing/glTF/tree/master/glTF |
@bejado That must be it then, I don't see a range in the glTF file. |
Based on the above discussion, we added "range":4000 for light property. with -s, lighting is still invisible. |
I can't open the glTF file in Blender because of the Draco mesh compression extension. @JackKaiXing Sorry to bother you, do you have a version of the asset that doesn't use Draco? I'd like to check where the lights are. |
gltf with no draco compression: https://github.com/JackKaiXing/glTF/tree/master/glTF/gltf_WithoutDraco |
The positions are correct, so either there's a bug on our side or it's simply that the intensity of the lights isn't enough for the distances because of the falloff. @JackKaiXing Could you try with brighter lights? |
we tried brighter lights by changing its intensity and still no lighting . |
It seems that this glTF model includes the For reference, here are the results displayed by other libraries.
Also, I think the lights on this model are too bright. |
sorry for the intensity of 50000 value, it is for our test. However, if we change the intensity to 3000, without -s there is lighting and with -s there is no lighting. About KHR_lights_punctual, without -s, lighting effects is visible. so I do think it is related. |
@JackKaiXing I'm sorry. Your point seems to be correct,
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Filament supports |
Hmm, I tried to display the following model with https://github.com/Reon90/glTF-Sample-Models/tree/master/2.0/Lights
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Does exposure also works for my case? I really hope to find out as we do not scale the scene. |
Yes the exposure works since the light is visible without |
@romainguy Does exposure also work for the JavaScript API? I tried let aperture = 1;
let shutterSpeed = 1;
let ISO = 350;
this.camera.setExposure(aperture, shutterSpeed, ISO); Perhaps I need to retrieve the |
Exposure should work in JavaScript yes. @prideout might help here |
We do have a JavaScript binding for the 3-argument |
Those results look correct to me. 1/1/100 is extremely bright, it's a 1 second exposure at ƒ/1, it's the kind of exposure you'd use for night time shots. |
@romainguy I'm sorry, I don't know much about cameras, so please tell me what parameters I should set. |
For what? The exposure you want to set depends on the intensity of your lights and the visuals you want to achieve. Note that we have a tone mapper that helps with this called "display range". It shows the exposure in EVs using color codes. |
@romainguy Thank you for the information. I have to go out now and will try it when I get back. |
I completely misunderstood the use of shutter speed in I improved the Filament sample in gltf-test so that you can adjust the Exposure settings like in
I understand how to change the Exposure, but I couldn't figure out how to display the
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I think this bug is resolved, if not feel free to add a comment. |
Describe the bug
in windows, command "gltf_viewer my.gltf", that point lighting effect is visible; however, command "gltf_viewer -s my.gltf",that point lighting effect is gone. However, we do not want to scale the scene.
Expected behavior
how could be modify the code to control this?
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