Lighting for interior

I’m making a project for interior like showroom.littleworkshop.fr,
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I don’t know what’s config the light for this object. Current I using only HemisphereLight and AmbientLight. then this’s my result
image

I read the source code from donmccurdy
material.envMap = envMap;

Do you want to achieve reflections similar to the table in the showcase? Using an environment map is the right approach for this. However, the reflections highly depends on the material configuration. It might be easier to provide useful feedback if you show you the rest of your material is set up.

Apart from the reflections, the demo uses ambient occlusion maps in order to create the realistic lighting in the room. Achieving a similar effect just with some lights and without post-processing is not possible with three.js. If you google “ambient occlusion maps”, “lightmaps” or “baked lighting”, you will find many resources for this topic.

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I using https://gltf-viewer.donmccurdy.com/ for review my object like this !
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Is this correct ?
I realized they used a lot of different envMap for each object, whether this makes the project complicated

Using an environment map is the best approach available in three.js.
It’s not the correct approach for indoor scenes though since it assumes an environment at an infinite distance.

I don’t think it would be possible to get the correct parallax from the windows on the coffee table like this using an environment map:

table

Instead, you would need to use light probes or something similar.

Then again, the more I look at it, the less correct the window reflection looks to me so maybe they are using an environment map :sweat_smile:

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