[SOLVED] Object edges too bright when used light in scene

Hello!

I am experiencing issues with the lighting in my objects. I am using PointLight to illuminate my scene but the edges of the object look too bright and gives it an unreal effect, as shown in the following picture:

bleeding-edge

Any idea why this happens?

I am using EffectComposer with UnrealBloomPass, the mesh is loaded from a glb file and the light and material look like (pseudocode):

material = new THREE.MeshStandardMaterial( {
    emissiveMap: a_texture,
    emissive: a_white_color,
    emissiveIntensity : 0.6,
    map: b_texture,
    bumpMap: b_texture,
    bumpScale: 1,
    color: a_blue_color,
    metalness: 1.0,
    roughness: 1.0,
} );

lights[1] = new THREE.PointLight( a_white_color, 2, 0 );
scene.add( lights[1] );

I have been testing with the pointlight camera parameters with no luck.

Thank you very much for your help!

Does it also happen without using the EffectComposer?

Besides, any chances to demonstrate the issue with a live example?

Mmm indeed seems to be an effect because of 'EffectComposer. I played with the parameters bloomPass.threshold, bloomPass.strength and bloomPass.radius and the white bleeding edges look almost gone. Thanks!