MAG-AdrianMeredith
MAG-AdrianMeredith
I still get the error but weirdly enough if I change the resolution property from 256 > 128 it works? that makes no sense... 
it seems the more I increase the resolution the darker the reflection gets until it can't be seen at all... very strange
I've managed to find a work around, it appears to be related it mipmapping. Changing the cubemap-renderer cubeMap texture from minFilter: FILTER_LINEAR_MIPMAP_LINEAR -> minFilter: FILTER_LINEAR makes it fully resolve again....
Bump! It might not be physically based but does anyone know what the units currently are?
This might help https://docs.google.com/spreadsheets/d/1Ce9XCC2Ub9eVjAQdYbYdLvlkDBJ_0GtAyRbSF0KJWzE/edit#gid=0 Basically, different lights use different units. GLTF spec is the one that probably makes sense. I think threejs had a nasty flag like usePhysicalLights to enable...
Bump! I'm currently updating to the latest version (engine only) meaning i have to add this hack in again. So its still important. Keep up the good work everyone!
We have one annoying example where the animated model flys around, significantly departing from its point of origin making it near impossible to pick (in its current form).
Currently we pick from the physics engine and use that to select all meshes that the ray found and then fliter them by tags (pickable) we then use a customised...
This is fantastic! As a light unit layman I noticed that punctual lights uses candela (lm/sr) but we're using lm here as the unit type. is that correct? what needs...
Thanks for the update, I'm just wondering what the reason is for not following gltf's definition of lights seems to be a pretty common definition for light intensities https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual/README.md