WestLangley
WestLangley
>scene.??? = volume is global default, use material.??? = ??? to override `scene.lightVolume` makes sense to me. A light volume is a collection of light probes. >material.indirectDiffuseSH = new THREE.SphericalHarmonics3().zero();...
I think this PR is excellent. However, I also think some changes are in in order... for a later PR, that is. In spite of what I said elsewhere, a...
Assigning the property an instance of SH3 is fine. However, remember that `scene.background` can take many forms. `material.illuminance` can, too. illuminance can be encoded not only as SH3, but SH4,...
I think the trend now is to use photometric terms (lumens, candela, lux, nits) -- not the radiometric terms based on watts, so I would use the term 'illuminance'. We...
I can add that if it is desired. Thing is, regarding `scene.environment`, the docs say: >However, it's not possible to overwrite an existing texture assigned to MeshStandardMaterial.envMap. So, in that...
>scene.environmentIntensity * material.envMapIntensity then? After trying to implement this API, it seems weird to me... The environment map is either `scene.environment` OR `mesh.material.envMap` -- one or the other. Yet, the...
`scene.environmentIntensity` has not been added due to conflicting viewpoints. See the suggestions in https://github.com/mrdoob/three.js/issues/24665#issuecomment-1250682600, https://github.com/mrdoob/three.js/issues/24665#issuecomment-1485694349 and https://github.com/mrdoob/three.js/issues/24665#issuecomment-1530190026.
>personally, i have hundreds of sandboxes where i use scene.environment + individual mesh.envMapIntensity. Hmm... It appears that is true... `material.envMapIntensity` attenuates either `material.envMap` or `scene.environment` -- whichever environment happens to...
@Mugen87 FWIW https://github.com/godotengine/godot/pull/69828
>or not hitting object behind the camera if an ortho camera has a negative near clip value A negative near clip plane is invalid according to the docs. That was...