I realise I probably posted this while being too tired and didn’t provide much information except the screenshots, my apologies. I have created a PG that’s as close as I can get to my app’s setup: https://playground.babylonjs.com/#WGZLGJ#2786. In my app, the walls would be extruded from polygons, and assets are either parametric or gltf models. Here it’s a gltf scene exported from my app for simplicity.
I currently have:
- a skybox but no ambient texture
- a directional light to cast shadow
- no ambient light
- a shadow generator (I’m using the
CascadedShadowGenerator in webgl2 and the one from the PG in webgl1)
- the clay material uses the
PBRMetallicRoughnessMaterial from the PG
I think there is a lot I need to learn about lighting and materials. On the materials side, I’d like to look more “mate”, but I’m unsure how to do that. On the light side, should I focus on ambient light or texture first?
@Evgeni_Popov @mawa for SSAO, does it make sense as I only have a directional light for the moment? Would it be useful if I added an ambient light or texture? Is SSAO compatible with webgl1? I will be trying it in the coming days.
@mawa you’re right, the object I posted was missing shadows as I took it from my model viewer instead of the full scene. It casts and receives shadows once in the full scene (see PG).
@inteja the cavity effect looks neat although not quite what I’m trying to get. Thanks for sharing.
Note: I have no idea what is used to create the last screenshot, probably blender or something similar, not necessarily a realtime rendering engine.
I hope this clarifies some things. Thanks for the help!