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Inital PR for MeshStandardMaterial - Part 2 #7382

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merged 1 commit into from Oct 20, 2015

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WestLangley
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Previously-missing files

mrdoob added a commit that referenced this pull request Oct 20, 2015
Inital PR for MeshStandardMaterial - Part 2
@mrdoob mrdoob merged commit 1a9e254 into mrdoob:dev Oct 20, 2015
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mrdoob commented Oct 20, 2015

Sweet!


this.color = new THREE.Color( 0xffffff ); // diffuse
this.roughness = 0.5;
this.reflectivity = 1;
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How about defaulting this to 0 or 0.5? I've tried replacing MeshPhongMaterial with MeshStandardMaterial in some examples and objects seem to get over-lit when there is AmbientLight.

Also, does this control the IBL? Meaning... can I crank it up to 2 to get more light from the environment?

/cc @bhouston

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@mrdoob wrote:

How about defaulting this to 0 or 0.5? I've tried replacing MeshPhongMaterial with MeshStandardMaterial in some examples and objects seem to get over-lit when there is AmbientLight.

AmbientLight should not be affected by this.reflectivity, reflectivity in both the original WestLangley implementation and my modification attempt should only affect specular. Thus that may be an unrelated issue. It would require investigation.

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can I crank it up to 2 to get more light from the environment?

envMapIntensity is for that purpose. It may have broken somehow... ?

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4 participants