thank you, It works now, there was an issue exporting from blender but now it works, my issue now is with lighting
I export a blender model with a shader that gets baked to a texture,
and I load it successfully in babylon.js
if I use
var environment = scene.createDefaultEnvironment({
createGround: false,
enableGroundShadow: false,
groundYBias: 1,
groundOpacity: 0.5,
});
then I can see the texture applied to the model, great. But I want to light it better. So I add lights like:
var light = new PointLight(“pointLight”, new Vector3(50, 333, 1), scene);
light.diffuse = new Color3(1, 1, 1);
light.specular = new Color3(0, 0, 0);
light.intensity = 10000000;
but the light behaves very strangely and only if I put a super high intensity I can see something.
Also If I give it a neutral color, it colors the entire object so I don’t see its texture properly anymore.
If instead I don’t use the createdefaultenvironment line, then similar thing happens.
the question is, how can I bring more neutral light/brightness to different parts of my model without changing
the colors that the applied texture is giving it?
If I choose a light with neutral color it just gets rid of the color in the texture
thank you