Hi all -
I am a designer supplying 3D models (glb format exported from Blender) - for a project using threejs to develop online virtual environments. I have experienced that the exported model is very overexposed when compared to the model as viewed in Blender or as a rendered image.
Before sending models to the developers I preview them using https://gltf-viewer.donmccurdy.com/ - the result is similar to what the developers experience. Can anybody out there suggest what the cause of this could be?
The mentioned viewer always applies an environment map to the model. Your Blender project seems to use no image based lighting.
This is true - there is no image based lighting in the Blender project. Despite this, the lighting still appears very overexposed in the gltf viewer. When I sent the file on to the developers they experieced a similar (perhaps more extreme) effect.
You may look at your materials type, then check how gltf loader process them.
In my case, I use a lot of baked textures (as emissive PBR materials) and I was forced to edit gltf loader because it encode emissive map, on top of three.js own encoding. Colors fidelity take a huge hit when encoded twice. Try to be sure color encoding happen only one time (and to the right one).
It can become more complicated if you use different materials, sometimes you need to manage colors encoding by type of materials.
Also check (if used) your:
Thanks for the suggestions. I’m a relative newcomer to 3D files in this format and threejs, so some the tips are a bit advanced - but it’s great to have some idea where to begin.