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Examples: Improved lighting in LDrawLoader example #22188
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It looks over-bright, and there is no way to control the environment intensity of "room environment". Also, |
If we continue to use To @mrdoob's comment (#22181 (comment)):
I wouldn't be against it but I think a number of model loaders I think load material and vertex colors in sRGB because that's how they're stored (PLYLoader, ColladaLoader, etc). But having a consistent color space that models are loaded in to would simplify things. If we change the loaders so colors are consistently loaded in Linear color space then I think the default value for |
And the loader is setting |
Oh yes sorry -- I don't believe there's a good reason. It should be removed so it defaults to 1.0. I think it was a misunderstood / misguided addition on my part. The |
Yes! I want to change that soon. We can try next month? |
Would that entail converting all the model loaders to produce linear colors rather than sRGB? And I'm not sure if this has been discussed before but have you considered ferrying around the color space in the const color = new THREE.Color();
color.set( 0xff0000, sRGBEncoding );
console.log( color.encoding ); // sRGBEncoding |
Related #19169. |
Related issue: #22181
Description
Enabled
ACESFilmicToneMapping
and increased IBL brightness./cc @gkjohnson