What am I trying to do?
I have a photo of an empty room of known geometry (floor, walls and ceiling) and the associated camera parameters. I like to add a 3D model with PBR materials into the scene and illuminate it to match the room environment.
What’s the problem?
When I use the cubetexture generated by a cubecamera attached to the 3D model as its environment map, the rendered object appears dark with a bit of reflecting shine. No base color of any material in the model is visible except may the lamp base. See Fig 1 below. Please note I’m using only the environment map and no other light source, and I used threejs dynamic cubemap examples as my guide.
If I add an ambient and directional light source in the scene, the rendering does get better. See here.
What have I done so far to solve the problem?
0) is the generated texture correct? As shown in the figure above, we added a sphere in the scene and mapped the generate cubetexture onto it. The result looks right! If there’s a way to save it on a file and visually examine a texture, please suggest.
1) Maybe it’s not possible to illuminate the object with just the environment map. So I used https://gltf-viewer.donmccurdy.com/ to test it out and I got the following rendering using the footprint court environment. This is pretty well illuminated.
2) The generated cubetexture is a LDR image whereas the footprint court environment is a HDR texture. My understanding is that we should still see faint color with a LDR environment map.
3) increase the envMapIntensity to 10 but that only made the whole rendering shiny but the basic problem of not seeing any color remained. (credit to @thax for suggesting that!)