I don’t have a live sample yet (need to publish latest Lume), for now I’ve got some local changes (namely I updated examples for r155+ including color space and lighting updates).
Here’s a scene that, when I move the camera to a steep angle, the light reflections seems to get unrealistically brighter than the lights themselves, and some shadows appear only at steeper angles. It seems unrealistic. I can’t seem to reproduce this in real life with what “physical materials” I had laying around.
It is using the new color space default (r152+), physical material, physically-correct lighting by default (r155+), a PlaneGeometry for the black surface, with several points lights floating around:
Does this look correct? Especially the brightness of the light reflections?
With a phong material, it is overall softer with the same light, and not as harsh at steep angles: