In the migration guide, it says the following:
MeshPhysicalMaterialis now internally converted to a PMREM. It might be necessary to update the scene’s lighting if no PMREM was previously used.
And I’ve read the conversation in here.
If I understood correctly, prior to r131, standard material did not work as intended regarding the radiance supposedly emitted from envmaps, and users have fixed that either with artificial ambient lighting, or by using the PMREM Generator. Is that correct?
And now, the PMREM Generator is used internally in standard material so there’s no longer a need to do that manually.
But - the modelers I work with haven’t used ambient lighting in their models, and they configured the lighting based on how the models looked in their modeling software, which corresponded with how they appeared in three.js prior to r131. Now we have too much light on the models. How can we get the visual results of standard material pre r131, while still using the newest revisions of three.js? Is there a way other than go over all the models and tweak them manually?
Here’s the model:
model.json (793.5 KB)
Help will be very much appericiated.