Closed seyfeb closed 10 months ago
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.
Not stale
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.
Haven't tested it recently, but since there was no activity here, I'd assume it's not stale
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.
Hi @seyfeb -- as you have probably noticed, our team is not structured to respond to GitHub issues in a timely manner. I can tell you that assigning mainLightIntensityLumens
to a Light's intensity
value would be clearly incorrect. intensity
is measured on a scale of 0 to 8, as noted here: https://docs.unity3d.com/ScriptReference/Light-intensity.html
Lumens for real-world directional lights are measured in the thousands. If you plugged a value measured in lumens into a field expecting intensity on a scale of 0-8, you would likely get very poor results.
Is averageMainLightBrightness.Value
strictly correct? I think this ultimately depends on your use case, but it's an acceptable value for us to use in our sample project. Hope that helps.
I'm trying to close out these old issues. Feel free to re-open this one if you have further questions.
Describe the bug In the ARFoundation HDR ambient-light estimation demo scene you assign here the intensity
You are checking the
args.lightEstimation.mainLightIntensityLumens
value but are assigning theargs.lightEstimation.averageMainLightBrightness
value. Is this a typo or the correct way to do this (and if so, why?)