This is hard to describe, but I feel like the (badillion) point lights I generated aren’t equally affecting the sculpture in the scene. Please see here (Login • Instagram) (cool, right?). What I think I’m noticing is that it doesn’t look like some of those lights are lighting the sculpture (?), and I think they’re lighting it less towards the top (?). It’s hard to discern, but I think something is subtly incorrect, here is my code:
Is there anything I should be on the lookout for?
//light experiment //generate some random positions based on the architect movement; var lpx = this.body.position.x - Math.random() * 50 * randomFlip(flips); var lpz = this.body.position.z - Math.random() * 50 * randomFlip(flips); var lpy = 0 + Math.random() * 400; //* randomFlip(flips); //create a lightsphere lightSphere = BABYLON.Mesh.CreateSphere("Sphere0", 16, 0.5, createScene.scene); lightSphere.material = new BABYLON.StandardMaterial("red", createScene.scene); lightSphere.material.diffuseColor = new BABYLON.Color3(0, 0, 0); lightSphere.material.specularColor = new BABYLON.Color3(0, 0, 0); lightSphere.material.emissiveColor = new BABYLON.Color3(1, 0, 0); //give it the position lightSphere.position.x = lpx; lightSphere.position.y = lpy; lightSphere.position.z = lpz; //add it to the array lightSphereHolder.push(lightSphere); //create the light light = new BABYLON.PointLight("Omni0", new BABYLON.Vector3(0, 10, 0), createScene.scene); light.diffuse = new BABYLON.Color3(1, 0, 0); light.specular = new BABYLON.Color3(1, 0, 0); //give it the position light.position.x = lpx; light.position.y = lpy; light.position.z = lpz; //add it to the array lightHolder.push(light);