I made the 3D model from blender. I exported it as .gltf file. Then if I just use point lights, the model will be full black, but hemispheric light works. I want to use point lights.
Then another problem is that I cannot change the texture color no matter what. I tried to manipulate the “material.diffuseColor” but nothing is changed.
Hi. 100 meters for light is very big distance and if you use simple lightbulb in real world you dont lighting nothing in distance 100 meters. Babylon works with physically ‘correct’ lighting. Unit size 1 meter… so decrease distance between light and model… I think 1-1.5 meters new BABYLON.Vector3(0,1,-1) place your light in position 1 meter above model and 1 meter before model
Building on what @kvasss said, if you increase the Intensity on your point lights to a really large number like 3000, you can see that they are in fact working. They were just too dim for your scale.
(But definitely go with changing the scale instead of the intensity as a solution.)
Thank you @kvasss, @Evgeni_Popov & @tbunker, it works now. I have to set the light intensity to 50000. I will resize my model later.
Then there is another issue with albedoTexture. So I have logo materials attached to the model. I need to write text in it. But why is my logo material background color black? I cannot change it into transparent.
Sorry but why you move your lights and increase intensity? Total calculation of lights in shader take same results but i think you get problems with shadows and other problems in future