I have a point light and a hemispheric light in a room.
Check website: https://carpetam.ir/
Problem is: Point light not make ceiling brighter, but hemispheric does.
Could you repro the issue in the playground ??? so that we could fiddle with the setup.
Please not default max number of lights per material is 4 so you might have reached the limit or if using pbr the default unit requires high intensity (10000) as they are physically based,
Here the playground https://playground.babylonjs.com/#EN15RL#10
My problem was ceiling rotation, it was ceiling.rotation.x = Math.PI / 2 * 3 ;
Now I change it to ceiling.rotation.x = Math.PI / 2 ;
But still ceiling is a solid color. I fiddle with specularColor and emissiveColor but no reflection found like other sides of the room
Actually your initial ceiling rotation was okay I believe. As normals pointed downwards. You rotating it to ceiling.rotation.x = Math.PI / 2 made it that normals are pointed up, so that’s why the light had no effect I believe.
With that said, the reason why the ceiling appeared black though is the groundColor property of the hemilight. Setting this to white (or shade of grey, play with this), will light up the ceiling. Basically if the both diffuse and groundColor properties of the light are the same color, the hemilight will light the scene uniformly.
Thanks a lot @nogalo , I didn’t know groundColor exist.
But when you remove HemisphericLight and move point light, the side of the room which is closer to the point light is more darker than other sides, it is totally reverse to real.
Comment Hemis light and change distance off pointlight from ceiling like screenshot or walls. https://playground.babylonjs.com/#EN15RL#15
Now, I am not an expert, but I would say this is “real” behavior, at least for standard lights. You can take your phone for example, turn on the flashlight, and point at the table and change distance from the table and see what will happen.
How I am imagine this behavior is somewhat like this. You can see the area that rays emitted from light affect depending on the distance.
Really I don’t know what to say, I don’t want to argue but in my opinion a lamp light has 360 degree emission in every direction and with distance light get weaker, so longer distance should have darker view.
But your groundColor helps me a lot, Thanks @nogalo
I guess the ceiling issue is different, but if you want your point lights to behave realistically, then you have to use PBR (physically-based rendering) materials or it won’t be physically-based
@bghgary thanks for caring, It’s better now, but still not enough,
Check out my website: https://carpetam.ir/
Imagine a real room in night, when ambient(environment) light is too low, and lamp is emitting lights in a room, in my website you can imitate this condition, when user make ambient to 0 and Lamp to 7, like screenshot:
It is like someone had smoked in his room for many years
And PBR show me error: Cannot read property 'environmentBRDFTexture' of null
Did I miss something in my code? I just change StandardMaterial to PBRMaterial