Closed vcxyk closed 4 years ago
I'll take a look but the lighting setup is different. Our viewer for instance has a strong directional light turned on by default.
Here is what it looks like with a different IBL:
Here is what it looks like with a different IBL:
I change the IBL texture to "Venice Sunset", which is the same to the gltf-web-viewer. And we can see the rendering in Filament's viewer has a higher contrast, which makes it less realistic in an AR scene.
It seems the color encoding of IBL makes such differences? (Filament uses R11G11B10 while the web viewer use RGB8?)
There's also the exposure, the tone mapping etc. And yes our IBLs are stored in HDR float as R11G11B10F instead of an 8 bit based encoding like RGBM.
You may want to check what tone mapper the online viewer uses. I know many viewers default to Reinhard which produces very flat results.
I have a glass model exported from Substance Painter and I dragged into two different viewers:
It looks a bit weird in Filament's gltf_viewer. Here's the screen-shot:
Here's the model: glass.glb.zip
So what cause such a difference between two viewers? (I tried srgb/linear options in the second viewer but it seems not the reason.) Thanks:)