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Description
Playing around with Blender HDRI workflows - and it looks seems there's no reasonable way of lowering the environment map intensity, to use it only as a supporting light (not that it's a vital feature - but a tiny missing link between Three and Blendor / glTF IBLs ref.)
Since scene.environment is a "global" setting - would it make sense to add scene.environmentIntensity to uniforms - overriding .envMapIntensity if it is not defined? A bit ugly, but it'd be following the way envMap is currently inherited from the Scene.
(A cleaner way may probably be to split scene.environment as = { map: [IBLTexture], intensity: [Number] } and add backwards-compatibility in the setter?)
(A way cleaner way would be probably to add .intensity directly as a new property of a Texture to generalise it - since there's already quite a few intensity-based textures in PBR materials - but that'll probably not be super backwards-compatible?)
