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);