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The engine is currently not using physically based units to specify light intensity, which would allow an easy way to realistically set up lights in the scene.
some references:
- filament (lighting section) https://google.github.io/filament/Filament.md.html
- frostbite, light units section https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
- unreal engine https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/LightingAndShadows/PhysicalLightUnits/
- unity engine https://docs.unity3d.com/Packages/[email protected]/manual/Physical-Light-Units.html
This would be useful when implementing support for punctual lights #2061 which specifies light intensities in physical units.
Note that Blender does not correctly export light intensities into gltf format, as it exports them in watts instead of expected lumens. KhronosGroup/glTF-Blender-IO#564
Maksims