After migration from version 0.92.0 to 0.130.0 object materials looks different!

After migration from version 0.92.0 to 0.130.0 object looks different regarding the material.

It looks like metalness, Roughness, etc are not being applied correctly regarding the renderer.

Is there any overarching concept that I need to be aware of ?

this is my current general configuration

renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
renderer.toneMappingExposure = 0.75
renderer.outputEncoding = THREE.sRGBEncoding
renderer.gammaFactor = 2.2

Any help would be greatly appreciated

That is several years of updates, are you able to narrow it down any more?

yes a big jump in versions :grimacing: and tricky to narrow down… I’m trying!

This was our original setup in 0.92.0

renderer.physicallyCorrectLights = true

renderer.shadowMap.enabled = true

renderer.shadowMap.type = THREE.PCFSoftShadowMap

renderer.gammaInput = true

renderer.gammaOutput = true

renderer.toneMapping = THREE.Uncharted2ToneMapping

renderer.toneMappingExposure = 0.75

This is my current test setup in 0.130.0

renderer.physicallyCorrectLights = true

renderer.shadowMap.enabled = true

renderer.shadowMap.type = THREE.PCFSoftShadowMap

renderer.outputEncoding = THREE.LinearEncoding

renderer.toneMapping = THREE.CustomToneMapping

renderer.toneMappingExposure = 0.75

renderer.setClearColor( 0xffffff, 0 );

I understand WebGLRenderer THREE.Uncharted2ToneMapping was removed and replaced with CustomToneMapping.

Does this help to pinpoint @donmccurdy ?

Do you mean in 0.130.0?

This should probably be sRGBEncoding:

renderer.outputEncoding = THREE.LinearEncoding

Custom tone mapping can be whatever you like. This example shows how to set it to Uncharted 2.

thank you @looeee and yes the second set of config is 0.130.0

will look at sRGBEncoding.

re Custom tone mapping part, thanks for the example… I need to understand this more!

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