bevyengine / bevy

A refreshingly simple data-driven game engine built in Rust
https://bevyengine.org
Apache License 2.0
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`lighting` example emissive values need to be adjusted #12330

Closed rparrett closed 8 months ago

rparrett commented 8 months ago

Bevy version

0.13 / main / after #11868

What you did

cargo run --example lighting

What went wrong

The sphere and capsules representing the red and green lights are dark and sad. They used to be bright.

The sphere representing the blue light doesn't seem to be visible in the scene at all, but it also has an emissive value that probably needs adjusting.

It seems like values in the ballpark of 100x the old values might work.

andristarr commented 8 months ago

Sadly I dont know its original value, but a 10x value seems okayish for me, what do you think? The 100x value seems to just burn out the whole render.

rparrett commented 8 months ago

I would check out the v0.12.1 tag, run the example, and compare the output.

andristarr commented 8 months ago

V0.13 image V0.12

image

They actually seem kinda alike unless I am missing something

rparrett commented 8 months ago

This issue is referring specifically to the emissive property of the material for the meshes representing lights in the scene.

310600855-283077a1-08ea-40de-8e69-043e67e491c0
andristarr commented 8 months ago

Sorry, absolutely missed that, now they are happy again! :)

(Let me know if you want to have it increased more.)

image
BD103 commented 8 months ago

I did change these values in #11982, but they were just estimates and not calculated.

andristarr commented 8 months ago

I think your changes there were for the lights like @rparrett mentioned.

This is for the emissive on the bodies acting like the lights

rparrett commented 8 months ago

Right. This is addressing something that was missed in #11982.