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lighting example emissive values need to be adjusted #12330

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rparrett opened this issue Mar 5, 2024 · 8 comments · Fixed by #12343
Closed

lighting example emissive values need to be adjusted #12330

rparrett opened this issue Mar 5, 2024 · 8 comments · Fixed by #12343
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C-Bug An unexpected or incorrect behavior C-Examples An addition or correction to our examples D-Trivial Nice and easy! A great choice to get started with Bevy

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@rparrett
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rparrett commented Mar 5, 2024

Bevy version

0.13 / main / after #11868

What you did

cargo run --example lighting

What went wrong

The sphere and capsules representing the red and green lights are dark and sad. They used to be bright.

The sphere representing the blue light doesn't seem to be visible in the scene at all, but it also has an emissive value that probably needs adjusting.

It seems like values in the ballpark of 100x the old values might work.

@rparrett rparrett added C-Bug An unexpected or incorrect behavior S-Needs-Triage This issue needs to be labelled labels Mar 5, 2024
@alice-i-cecile alice-i-cecile added C-Examples An addition or correction to our examples D-Trivial Nice and easy! A great choice to get started with Bevy and removed S-Needs-Triage This issue needs to be labelled labels Mar 5, 2024
@andristarr
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Sadly I dont know its original value, but a 10x value seems okayish for me, what do you think? The 100x value seems to just burn out the whole render.

@rparrett
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rparrett commented Mar 6, 2024

I would check out the v0.12.1 tag, run the example, and compare the output.

@andristarr
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V0.13 image
V0.12
image

They actually seem kinda alike unless I am missing something

@rparrett
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rparrett commented Mar 6, 2024

This issue is referring specifically to the emissive property of the material for the meshes representing lights in the scene.

310600855-283077a1-08ea-40de-8e69-043e67e491c0

@andristarr
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andristarr commented Mar 6, 2024

Sorry, absolutely missed that, now they are happy again! :)

(Let me know if you want to have it increased more.)

image

@BD103
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BD103 commented Mar 7, 2024

I did change these values in #11982, but they were just estimates and not calculated.

@andristarr
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I think your changes there were for the lights like @rparrett mentioned.

This is for the emissive on the bodies acting like the lights

@rparrett
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rparrett commented Mar 7, 2024

Right. This is addressing something that was missed in #11982.

github-merge-queue bot pushed a commit that referenced this issue Mar 7, 2024
# Objective

- Fixes #12330 

## Solution

- Increasing the emissive of the objects representing the lights.
spectria-limina pushed a commit to spectria-limina/bevy that referenced this issue Mar 9, 2024
# Objective

- Fixes bevyengine#12330 

## Solution

- Increasing the emissive of the objects representing the lights.
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Labels
C-Bug An unexpected or incorrect behavior C-Examples An addition or correction to our examples D-Trivial Nice and easy! A great choice to get started with Bevy
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4 participants