StandardMaterial Reflective

I’m wondering what other factors contribute to the reflectiveness of standard materials. I have a mesh that when imported has a material, and it looks flat, like so:

But when I create a standard material and apply it:

Here’s what I do to create the material:
playerSkinColors[0] = new BABYLON.StandardMaterial(“playerSkin0”, scene);
playerSkinColors[0].diffuseColor = BABYLON.Color3.FromInts(255, 205, 148);
playerSkinColors[0].specularColor = BABYLON.Color3.Black();

In the past I’ve been able to set specular color to black and it fixes the reflectiveness, but not in this case.

I do have a directional light which seems to be the source of the reflectiveness:
d1 = new BABYLON.DirectionalLight(“dir”, new BABYLON.Vector3(0, -1, 0), scene);
d1.position = new BABYLON.Vector3(-300,universal.MAX_HEIGHT,universal.MAX_WIDTH);
d1.intensity = 0.6;

Any ideas?

Without seeing your setup… Setting the roughness to 1 might help?!

You could simply compare both of your materials in the inspector?

specular color and mainly specularPower will contribute to define the sharpness of the highlight as it is a std blinn phong material.

Roughness to 1 had no effect.

specularPower to 0 had no effect.

I have tried and haven’t noticed much of a difference other than the type being PBR vs Standard material.

I’ll inspect it again and see what I can find.

Guess I’ll just use a PBR, seems like overkill but at least it works as expected. Thanks guys! :+1:

might cause you use an hemispheric light ???

I have 2 hemispheric lights and a directional light for shadows.

When I disable the directional light, the shine goes away, so I doubt it has anything to do with the hemispheric lights.