I'm currently implementing the new MeshStandardMaterial
in ViziCities and I've managed to get things looking great, so long as I remove the AmbientLight
from the scene.
In the scene is a base layer which has a texture map and has metalness
set to 0 and roughness
set to 1.
If I leave the AmbientLight
in the scene then the mesh that I want to reflect the environment map is not only far too bright, it doesn't reflect anything at all.
The only way I've been able to keep the AmbientLight
in the scene and have things look ok is to bump up the metalness
value to nearer 1, which results in far too much reflection on the base layer.
How can I use MeshStandardMaterial
with an AmbientLight
or a HemisphereLight
(to add a little extra ambient colour to the scene) and not have it blow out the lighting when the environment map is dark?
It's entirely possible that I'm misunderstanding how ambient lighting works, so would appreciate direction on that too :)
Thanks for the help!