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:
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;