Lights significantly differ when switching r147 to r157

In r147 I had lights set up like this and they were logical (1.25 intensity total) and working fine :ok_hand::

let directionalLightTop = new THREE.DirectionalLight(0xffffff, 0.5);
directionalLightTop.position.set(0, 1, 0);
this.scene.add(directionalLightTop);

let directionalLightRight = new THREE.DirectionalLight(0xffffff, 0.25);
directionalLightRight.position.set(1, 0, 0);
this.scene.add(directionalLightRight);

let ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
this.scene.add(ambientLight);

But when I switched to r157 I observe two changes:

  1. The 3D scene is much darker.
    • I have to set the ambient light to about new THREE.AmbientLight(0xffffff, 2.5); to make it look like before, but even then it looks different.
  2. All 2D sprites are much lighter (so much that #000 color now appears as approximately #777).

What has changed? Why? How to fix this?

Hello :eyes:

See Updates to lighting in three.js r155
It should contain all the information you’re looking for

Thanks!

Multiplying by Math.PI solved the rendering of 3D elements.

But 2D THREE.Sprite are still too bright. All I’m doing it inserting a sprite like this:

MyLoader.load(path).then((texture) => {
	let material = new THREE.SpriteMaterial({
		// color: '#f00',
		map: texture,
	});
	let sprite = new THREE.Sprite(material);
	
	sprite.position.set(x, y, z);
	sprite.scale.set(scaleX, scaleY, 1);
	
	this.scene.add(sprite);

	// The sprite has like #777 color instead of #000.
	// As if the brightness/exposure is set to 150% instead of regular 100%.
	// In Photoshop I'm reading #e7ce5f for one sprite but the scene displays it
	// as #f4e8a3
});

It seems there must have been another change between r147 and r157 as well for 2D rendering (because when I disable the lights completely the sprites are still too bright, so it seems it’s unrelated to the lights)?

This post seems to contain the answer: Updates to Color Management in three.js r152

I applied texture.colorSpace = THREE.SRGBColorSpace and it seems it solves the issue.

I didn’t convert all textures yet to verify but the ones that I converted look normal now.

So, it seems to be solved, thank you for your help!