-
Notifications
You must be signed in to change notification settings - Fork 47
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Playset scene containing lighting #116
Conversation
Thanks for prepping this asset!
|
Thanks, this will be a very useful asset for demonstrating lighting units and exposure and such. Would you mind linking your preferred environment HDR here (even if it's not part of the PR)? Assuming it's under the same CC license? I can use that to set this asset up with a good comparison scene in https://github.com/KhronosGroup/glTF-Render-Fidelity once I finally get that up and running. |
Screenshot naming is fixed. Correct name of KHR_materials_emissive_strength. The 'text' field in metadata is now the same as the copyright field in the glTF. Added license information in the readme
@rsahlin Please rename (via the "Edit" button in the top right corner) the PR title to make it more descriptive, e.g., by using the asset name. |
Thanks for reviewing @echadwick-artist - Amazed of the minute details you are able to pick out!!! :-) As per question 3: |
Thanks @elalish
|
@lexaknyazev - Done - yeah, that was a poor name :-) |
I was referring to your comment:
An IBL is a necessary part of PBR rendering, as all realistic scenes have some light coming from all directions. It's not included in glTF for the reasons you gave: glTF is a model, not a scene format, and there would be no way to combine different IBLs from models meant to be shown together in one scene. Additionally, the IBL has a significant bandwidth cost that you don't want to pay for over and over when it is reused for multiple assets. I'll just use one of my own if I have to, but I'd be happy to use yours to look deeper into the lighting unit issues we've been discussing. |
This asset is clearly a scene - and a great example of why we need an extension to provide environment information in a specified manner - we simply cannot continue referring to features and data that is not part of the standard. Each glTF asset is actually a scene - with the possibility to specify multiple scenes if wanted. Once an environment extension is defined, default behavior can be specified in 3D commerce.
Please don't use that for this model - the intention is to use standardized features of glTF. |
It seems that "Directional" is mis-spelled? Can you indicate which realtime renderer you used? Are there specific settings applied for camera exposure, tone mapping, etc.? Is the renderer available for other people to test against? It might help to add a screenshot from the glTF Sample Viewer, to help explain the intentions of the asset lighting vs. the current state of glTF rendering in commonly available renderers. |
Thanks @echadwick-artist! |
Thanks for the edits, I think these help explain the intentions better. Doesn’t make sense to describe this as a Showcase asset? Showcases are meant to demonstrate positive examples of what the tech can do. But this scene is specifically designed to expose a problem with how we treat lighting units. |
According to review comments
Good thinking @echadwick-artist :-) |
A 3D scene created by one of our 3D modellers, it contains a setup with a couple of IKEA items.
The scene has lights and camera to create the desired output.
We would prefer to be able to use environment based lights to emulate diffuse screens in a photoshoot, since this is not present in glTF we have added one directional light as a substitute.