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"gltfviewer -s" results in no lighting #3366

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JackKaiXing opened this issue Dec 15, 2020 · 34 comments
Closed

"gltfviewer -s" results in no lighting #3366

JackKaiXing opened this issue Dec 15, 2020 · 34 comments
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@JackKaiXing
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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?

@JackKaiXing
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thanks in advance

@romainguy
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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.

@JackKaiXing
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without -s
无标题
with -s
无标题1
and here is my gltf string, as listed below:
{
"asset": {
"version": "2.0",
},
"extensionsUsed": [
"KHR_lights_punctual",
"KHR_draco_mesh_compression"
],
"scene": 0,
"scenes": [
{
"nodes": [
0,
1,
2
]
}
],
"nodes": [
{
"mesh": 0,
"translation": [
-0.5439453,
0,
8.354431
],
"name": "Box001",
"rotation": [
0,
0,
0,
1
],
"scale": [
1,
1,
1
]
},
{
"translation": [
8.409393,
24.04018,
11.8579865
],
"rotation": [
-0.707106769,
0,
0,
0.707106769
],
"name": "PhotometricLight001",
"extensions": {
"KHR_lights_punctual": {
"light": 0
}
},
"scale": [
1,
1,
1
]
},
{
"translation": [
4.13425446,
-16.18853,
12.9804688
],
"rotation": [
-0.707106769,
0,
0,
0.707106769
],
"name": "PhotometricLight002",
"extensions": {
"KHR_lights_punctual": {
"light": 1
}
},
"scale": [
1,
1,
1
]
}
],
"meshes": [
{
"primitives": [
{
"attributes": {
"POSITION": 1,
"TANGENT": 2,
"NORMAL": 3,
"TEXCOORD_0": 4
},
"indices": 0,
"material": 0,
"mode": 4,
"extensions": {
"KHR_draco_mesh_compression": {
"bufferView": 0,
"attributes": {
"POSITION": 0,
"TANGENT": 1,
"NORMAL": 2,
"TEXCOORD_0": 3
}
}
}
}
],
"name": "Box001"
}
],
"accessors": [
{
"componentType": 5123,
"count": 36,
"type": "SCALAR",
"name": "accessorIndices"
},
{
"componentType": 5126,
"count": 24,
"max": [
58.259484098680986,
11.356984611626771,
62.89313910600879
],
"min": [
-58.2570391060088,
-0.061389106008793354,
-62.893139106008796
],
"type": "VEC3",
"name": "accessorPositions"
},
{
"componentType": 5126,
"count": 24,
"type": "VEC4",
"name": "accessorTangents"
},
{
"componentType": 5126,
"count": 24,
"type": "VEC3",
"name": "accessorNormals"
},
{
"componentType": 5126,
"count": 24,
"type": "VEC2",
"name": "accessorUVs"
}
],
"bufferViews": [
{
"buffer": 0,
"byteOffset": 0,
"byteLength": 573
}
],
"buffers": [
{
"name": "test",
"byteLength": 576,
"uri": "test.bin"
}
],
"materials": [
{
"pbrMetallicRoughness": {
"baseColorFactor": [
0.1764706,
0.388235331,
0.24313727,
1
],
"metallicFactor": 0,
"roughnessFactor": 1
},
"name": "01 - Default",
"emissiveFactor": [
0,
0,
0
],
"alphaMode": "OPAQUE",
"doubleSided": false
}
],
"extensions": {
"KHR_lights_punctual": {
"lights": [
{
"color": [
2.78720665,
0.5679655,
0.000001
],
"intensity": 10000,
"type": "point"
},
{
"color": [
0.904883146,
1.0083766,
1.19620013
],
"intensity": 10000,
"type": "point"
}
]
}
},
"extensionsRequired": [
"KHR_draco_mesh_compression"
]
}

@JackKaiXing
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JackKaiXing commented Dec 15, 2020

In my gltf, there are two point light. we checked the code, without -s, gltf_viewer would execute function "fitIntoUnitCube", why is that?

@romainguy
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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.

@romainguy
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Can you please share the entire glTF file with us?

@prideout @bejado Any idea why scale would impact lights? I imagine we don't rescale their falloff which would explain why it's more visible without -s.

@bejado
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bejado commented Dec 16, 2020

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 -s, the light and geometry probably fall outside this arbitrary range. Perhaps we should be scaling this falloff, or at least using the surrounding AABB to dictate the falloff value.

@JackKaiXing
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@romainguy
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@bejado That must be it then, I don't see a range in the glTF file.

@JackKaiXing
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Based on the above discussion, we added "range":4000 for light property. with -s, lighting is still invisible.

@romainguy
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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.

@JackKaiXing
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@romainguy
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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?

@JackKaiXing
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we tried brighter lights by changing its intensity and still no lighting .

@cx20
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cx20 commented Dec 17, 2020

It seems that this glTF model includes the KHR_lights_punctual extension, but I don't think Filament supports this extension yet.

For reference, here are the results displayed by other libraries.

Library Result
Three.js image
Babylon.js image

Also, I think the lights on this model are too bright.
image
The specification of this extension says that the unit of intensity is candela (lm/sr).
https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual

@JackKaiXing
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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.

@cx20

@cx20
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cx20 commented Dec 17, 2020

@JackKaiXing I'm sorry. Your point seems to be correct, PhotometricLight001 seems to be a light included in glTF.

Sun light Photometric Light 001 Image
off on image
off off image

@romainguy
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Filament supports KHR_lights_punctual.

@cx20
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cx20 commented Dec 17, 2020

Hmm, I tried to display the following model with gltf_viewer, but it doesn't seem to reflect the lights.

https://github.com/Reon90/glTF-Sample-Models/tree/master/2.0/Lights

No object name type color intensity
1 Light point [1,0,0] 5
2 Spot spot [0.1,0] 10
3 Spot.001 spot [0,0,1] 10
4 Sun directional [0,1,1] 1
Sun Spot.001 Spot Light Image
on on on on image

@romainguy
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Those intensities are too low for the default camera exposure. glTF uses photometric units, so those lights use 5 lumens, 1 lux, etc. Here is the scene with a different exposure:

Screen Shot 2020-12-17 at 8 04 21 AM

@JackKaiXing
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Does exposure also works for my case? I really hope to find out as we do not scale the scene.

@romainguy

@romainguy
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Yes the exposure works since the light is visible without -s.

@cx20
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cx20 commented Dec 17, 2020

@romainguy Does exposure also work for the JavaScript API? I tried setExposure() in JavaScript API, but the box stayed black.

let aperture = 1;
let shutterSpeed = 1;
let ISO = 350;
this.camera.setExposure(aperture, shutterSpeed, ISO);

Perhaps I need to retrieve the glTF light extension information and set it individually like the embedded camera?

@romainguy
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Exposure should work in JavaScript yes. @prideout might help here

@prideout
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We do have a JavaScript binding for the 3-argument setExposure, but I have not tested it explicitly. I can give it a try. Let us know if you see any errors in your Developer Tools.

@prideout
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setExposure seems to work for me fine in JavaScript. Below are screenshots with ISO levels 50 and 200.

iso50

iso100

@cx20
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cx20 commented Dec 17, 2020

@prideout Hmm, I tried setting setExposure() in the gltf-test Filament sample, but it didn't work as expected.

https://cx20.github.io/gltf-test/examples/filament/index.html?category=tutorialModels&model=FlightHelmet&scale=3&type=glTF

setExposure() Skybox Lights IBL Image
N/A On Off On image
(1,1,100) On Off On image
(1,1,100) On On Off image

It would be helpful if you could give me some advice.

@romainguy
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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.

@cx20
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cx20 commented Dec 17, 2020

@romainguy I'm sorry, I don't know much about cameras, so please tell me what parameters I should set.

@romainguy
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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.

@cx20
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cx20 commented Dec 17, 2020

@romainguy Thank you for the information. I have to go out now and will try it when I get back.

@cx20
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cx20 commented Dec 18, 2020

I completely misunderstood the use of shutter speed in setExposure(). As you pointed out, I used the reciprocal of the shutter speed, and that solved the problem of the blank white.

I improved the Filament sample in gltf-test so that you can adjust the Exposure settings like in gltf_viewer.
https://cx20.github.io/gltf-test/examples/filament/index.html?category=tutorialModels&model=FlightHelmet&scale=3&type=glTF

setExposure() Image
(16,1/125,50) image
(16,1/125,200) image

I understand how to change the Exposure, but I couldn't figure out how to display the KHR_lights_punctual model in the JavaScript API. Can you give me some advice?

https://cx20.github.io/gltf-test/examples/filament/index.html?category=tutorialModels&model=Lights&scale=1&type=glTF

setExposure() Image
(16,1/125,100) image
(1,1,300) image

@cx20
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cx20 commented Dec 18, 2020

I have confirmed that the JavaScript API can also display the lights of the KHR_lights_punctual extension by adding the following code.

const lights = asset.getLightEntities();
for (let i = 0; i < lights.length; i++) {
    this.scene.addEntity(lights[i]);
}

https://cx20.github.io/gltf-test/examples/filament/index.html?category=tutorialModels&model=Lights&scale=1&type=glTF

setExposure() Image
(1,1,300) image

https://cx20.github.io/gltf-test/examples/filament/index.html?url=https://rawcdn.githack.com/JackKaiXing/glTF/f593cb10952c373cc11074b50142ff3a299a89ea/glTF/gltf_WithoutDraco/test.gltf&scale=0.02

setExposure() Image
(16,1/125,100) image

@prideout
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prideout commented Apr 7, 2021

I think this bug is resolved, if not feel free to add a comment.

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