The VirtualCity model will look completely black in a global illumination renderer because none of the materials define any emission and the city is enclosed by a single-sided dome geometry.
It works when switching all materials to unlit.
The right way to implement self-illuminating objects (the surrounding dome, lit windows on the buildings) would have been to assign the textures currently used for the baseColorTexture to the emissiveTexture with an emissiveFactor of white (also or instead, depending on the intended surface material look).
We are looking for a replacement that illustrates moving models and animated cameras done in current style of model building and scene design. Do you any recommendations?
The VirtualCity model will look completely black in a global illumination renderer because none of the materials define any emission and the city is enclosed by a single-sided dome geometry.
It works when switching all materials to unlit.
The right way to implement self-illuminating objects (the surrounding dome, lit windows on the buildings) would have been to assign the textures currently used for the baseColorTexture to the emissiveTexture with an emissiveFactor of white (also or instead, depending on the intended surface material look).