Summary
I get very different lighting results when generating envAtlas in two ways:
1.generateLightingSource(hdrTexture) → good, bright, high-quality PBR lighting
2.generateLightingSource(skybox) → dark, dull, low-quality lighting
The skybox cubemap is created via EnvLighting.generateSkyboxCubemap(hdrTexture).
I noticed that in the current PlayCanvas Editor, the envAtlas is prefiltered using generateLightingSource(skybox), which produces significantly darker and less accurate lighting compared to using the original HDR texture directly.
Questions
1.Is this huge difference caused by the skybox cubemap using RGBM LDR encoding and losing HDR data/range?
2.Which method is the officially recommended way to generate lighting source and envAtlas?
3.Why is it not recommended to use the RGBM skybox cubemap as the source for prefiltering lighting?
4.Could the editor’s current approach (using skybox as input) be improved to use the original HDR texture directly for better lighting quality?
Thanks!
Summary
I get very different lighting results when generating envAtlas in two ways:
1.generateLightingSource(hdrTexture) → good, bright, high-quality PBR lighting
2.generateLightingSource(skybox) → dark, dull, low-quality lighting
The skybox cubemap is created via EnvLighting.generateSkyboxCubemap(hdrTexture).
I noticed that in the current PlayCanvas Editor, the envAtlas is prefiltered using generateLightingSource(skybox), which produces significantly darker and less accurate lighting compared to using the original HDR texture directly.
Questions
1.Is this huge difference caused by the skybox cubemap using RGBM LDR encoding and losing HDR data/range?
2.Which method is the officially recommended way to generate lighting source and envAtlas?
3.Why is it not recommended to use the RGBM skybox cubemap as the source for prefiltering lighting?
4.Could the editor’s current approach (using skybox as input) be improved to use the original HDR texture directly for better lighting quality?
Thanks!