Hello BabylonJS folks
I’m setting up a fully PBR scene, all materials are PBR ones, i use physical light units and falloff, aswell as physical exposure computations based on ISO, aperture and shutter speed.
It looks great, and seems physically correct. Unfortunately the old StandardMaterial skybox is really dark, almost black, due to the exposure computations.
I changed the reflection texture to use a HDR one, with the idea that if the luminance stored in the HDR is the same as in a real life scene, it would behave correctly, but the skybox remains almost black.
So i was wondering were is my mistake, did my assumption about a HDR with real life luminance value is false, did i load it in correctly, or maybe the texture values in Babylon are automatically remapped to [0; 1] range.
I would like to bring a playground to show you what it looks like, but in order to make things physically correct i had to remove the
clamp(finalcolor.rgb, 0.0, 30.0) done in `pbrBlockImageProcessing.fragment.fx. This part of the shader totally breaks the luminance values received by the camera. Otherwise is there a way to ignore this part of the shader ?
Thanks in advance