Support for physically based light intensity
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Geenz Linden
At present, lights are clamped to an "imaginary" range of 0 to 1 that have no basis in physical reality. The GLTF spec defines a physically based light falloff and specifies real world radiometric units - which is aligned with most major game engines and 3D modeling applications.
This change should apply to all sources of lights - point lights, projectors, and the sun/moon. Sun/moon would be easiest to support first.
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Tayln Osbourne
Personally? It's a near-showstopper issue that we don't have any lighting beyond the sky that can drive into a HDR range, it's left us with probes that aren't able to contribute a realistic amount of lighting to a scene without hacky workarounds like boosting the probe ambience up well beyond what it should be.
Eren Padar
This caught my attention because of the problems with things being "darker" since PBR was introduced. My normal avatar had to take to wearing face lights for the first time because things were so dark... especially when under overhangs or shade trees. In real life normal shade does not turn details too dark to properly see. And while some thing may be more "realistic", that doesn't mean they work better in a virtual environment. Even in graphics one must remember this is a virtual world, not real life. Virtual works differently than RL; trying to mimic RL too greatly can sometimes have adverse effects in a virtual setting.
Lee McKay
Eren Padar There's never a good reason for face or body lights. Period.
Eren Padar
Lee McKay Opinionated much? ; )
Like any other feature of SL, they can be used sensibly and wisely, or they can be abused and used excessively. Especially under PBR, a face under a large-brimmed hat will appear so dark that it can barely be seen. In the case of some fantasy characters, their face is supposed to glow by nature. So it's evident there are good reasons for use of facelights... in moderation. It's a matter of using a standard feature, properly.
Lee McKay
Eren Padar I stand by my comment. Facelights look RIDICULOUS, no matter how you use them, and they are intrusive to others. Thankfully we can turn them off in the viewer, so we don't have to see them on other people.
Eren Padar
Lee McKay If you're already aware you can turn avatar lighting off in your viewer then why not just do so, solving your personal issues with such devices and allowing others to enjoy Second Life as they choose. Then this "RIDICULOUS" problem that upsets you so will simply vanish.
IceCold Skytower
and here are some pictures to show how important this feature is. Global Illumination from reflection probes suddenly kicks in and actually do great things.
Lee McKay
IceCold Skytower Is this in SL? How did you get it to work?
Geenz Linden
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