diff --git a/public/js/render/board3d/materials.js b/public/js/render/board3d/materials.js index 79ec86c9..750e15b8 100644 --- a/public/js/render/board3d/materials.js +++ b/public/js/render/board3d/materials.js @@ -349,9 +349,11 @@ export function smogMaterial(THREE, tex, focus) { * not reproduced: the albedo is lit by the baked indirect light of the scene's lightmap plus the scene's key light * masked by its baked shadow, in linear light (Unity's Shadowmask lighting mode). `range` — the linear light a lightmap * texel of 1.0 stands for when scene.json has no lightRange; [ASSUMED] `ambient` — the light of a mesh without a - * lightmap page; `direct` / `indirect` — gains of the two terms (1 = the scene's own values). + * lightmap page; `direct` / `indirect` — gains of the two terms, both 1: the scene's own values (the key light's + * `light.intensity`, and the lightmap's baked linear light, whose texel is (L / lightRange)^(1/2.2)). Anything below 1 + * darkens the board against the official render (issue #549). */ -export const SCENE_LIGHT = Object.freeze({ range: 8.0, ambient: 0.2, direct: 0.8, indirect: 0.4 }); +export const SCENE_LIGHT = Object.freeze({ range: 8.0, ambient: 0.2, direct: 1, indirect: 1 }); const colorOf = (info, key, fallback = [1, 1, 1, 1]) => { const c = info && info.colors && Array.isArray(info.colors[key]) ? info.colors[key] : fallback;