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How to light a Scene
?
#2258
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Propose that headlights should be a separate issue from ambientLighting |
We might also want to investigate scene-level directional light (https://threejs.org/docs/#api/en/lights/DirectionalLight): "This light will behave as though it is infinitely far away and the rays produced from it are all parallel. The common use case for this is to simulate daylight; the sun is far enough away that its position can be considered to be infinite, and all light rays coming from it are parallel." |
This may be many distinct issues covering:
...and if the latter is in scope is it just a IIIF-isation of what threeJS can do? We should take care in considering implementability for whether these are in scope. |
At the Basel working meeting on October 26, 2023, after some back-and-forth and a few different iterations of possible structures, general consensus emerged for the following:
|
In the table above, are the different lights all of type |
In Washington DC: There are many types of light and this is an area of rapid change in 3D. E.g., functional lighting Image-based lighting, lots of other types of lights (examples needed). Should IIIF include lighting in the core spec at all? Just let viewers provide their own lights. Should IIIF provide some components like DirectionTransform but not specify lighting types? Are lights all extensions in IIIF? (NB Image-based lighting is quite easy to define in IIIF terms, just position the image in the scene) If we don't define IIIF lights, there's a barrier to lighting your scene - could IIIF host light models for you? Consensus - we should support simple lights in spec and make it easy to introduce new lighting concepts through extensions that can evolve more rapidly. We should implement the four types in the table above in the spec. But - lights are OPTIONAL and viewers should expect to deal with IIIF with no lights, models with no lights, and be able to provide lights themselves. Should all lights be in extensions so developers can see them all in the same place? (related - ability to disable lighting on painted models) |
Rob’s draft:
Question How to do "headlight" lights that are tied to a camera, when that camera can move or be swapped away from to a different camera? Need to turn lights on or off?
The Scene has an
ambientLighting
property:The text was updated successfully, but these errors were encountered: