Hi guys!
Could you help me out debugging this issue? The colors now look all washed out. (see below)
I updated my application’s underlying three.js engine and somewhere I messed it up or some default values were changed between r143 and r164. I had no success so far, so I thought I could give it a try asking it here. I’m thinking that something is messed up with my WebGLRenderer or with my Texture factory.
Thanks in advance for all the help! ![]()
I’d dare say most of default values related to lights and colors have been changed between these two releases - related 1, related 2. In both threads there’s a section related to porting previous versions of three to the new lights & color setup.
But in case of the screenshots - (1) change all .encoding in textures to .colorSpace, and (2) make sure color textures (ie. scene.background texture and .map textures on the models) are SRGB encoded - then things should look good again ![]()
Thanks! First I disabled ColorManagement, so I could just focus on migrating the lights.
I multiplied all ambient, directional and hemisphere lights by Math.PI, but now the scene look brighter than before. I guess I could tune the multiplier, but first I’d like to know why.
The migration guide said that this change should suffice: “The intensities for ambient, hemisphere, directional lights and light maps can be restored by multiplying PI with the existing light intensity values.”
And yeah, the same thing happens if I don’t change a thing and I just set useLegacyLight to true. Shouldn’t ColorManagement.enabled = false and useLegacyLights = true cause the scene to look just as before? :\
Thanks in advance!
Did you end up finding a solution for this? I’m having the same issue
Try it
material.colorSpace = THREE.SRGBColorSpace;
In the renderer setup use:
renderer.outputColorSpace = THREE.SRGBColorSpace;
With these two things your colors should appear rich.
