Comments (9)
I'm looking at v4 alpha. IMO size of gizmo should be only related to range as it indicates physical distance. Directional light being prism like omni/point light is just confusing as usually quite big=strong. Maybe a quad with more and more lines sticking out if it (could work well for point light too). Will do research how others do it.
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Which version are you looking at?
Currently v4 alpha has:
directional light:
- intensity: prism size
point light:
- range: lines sticking out of prism vertices lines length
- intensity: nothing, should be prism size maybe
⚠️
spot light:
- intensity: cone apex circle radius
- radius: cone base outer circle radius
- innerRadius: cone base inner circle radius
- range: cone length
area light:
- intensity: lines sticking out of rectangle vertices lines length
- width/height (eg. transform scale X/Y): rectangle size
I am in favour of showing intensity/range in light helpers as it helps differentiate lights and matches scene scale (bigger scene often = bigger range).
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Unity
- shows only icons by default and gizmo on select
- gizmos don't grow with intensity
- gizmos grow with range/size
- icon changes color with light color
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ThreeJS
the helpers are very basic with manual size setting
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Blender
- same as Unity, wireframe icon + gizmo for range (i prefer ugly unity icons for visiblity)
- no color visible on the icon
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Godot
- same as Unity, wireframe icon + gizmo for range
- no area light (screenshot showing unselected faded out spot light light in 4th slot)
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@dmnsgn i like godot/unity most
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Baylon
- 3d icon?! https://playground.babylonjs.com/#2898XM#3 - doesn't grow with intensity change
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Playcanvas
- icons when not selected
- intensity doesn't influence size, color reflected in icon
- no area light
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Related Issues (20)
- Add custom attributeMap
- Camera clear color should be in linear space HOT 1
- [v4] material receiveShadows is not used
- PCSS shadows are camera dependent
- Bring light.radius range from 0...shadowMapSize to 0..1
- Line thickness is viewport aspect ratio dependent
- [glTF] xmag and ymag in glTF loaders shouldn't be halved
- Adding hook to material breaks shadows of instanced geometry HOT 3
- Reduce online dependencies in examples HOT 2
- [glTF] alphaMode blend sets depthWrite to false in loaders HOT 1
- Add support for gain maps HOT 2
- Double pass transmission HOT 1
- Alpha blended transmission HOT 1
- Transmission IBL reflection color is wrong HOT 2
- Always use color for bloom source
- Transmission is black when IBL Reflection Probe is not present
- Double Pass Transmission grab texture has black artefacts at high lod when using normalTexture HOT 1
- Allow depthTest and depthWrite in line material
- Check for offsets length before computing geometry.bounds for instanced geometry
- Assimilate empty strings "" as falsy when when checking flags of type "value"
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