The dark side of model-viewer? #2869
Replies: 8 comments 10 replies
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Thanks for the feedback! First, I'd like to point you to our Still, yes we are looking into the reason behind the slightly darkened renders in MV. It likely has to do with details of the tone mapping which haven't been standardized in glTF yet. In general, just like with photography, the most important part of getting the look you want is choosing the proper lighting. It's unlikely our one-size-fits-all default lighting is perfect for everything, so you may want to look into building custom HDR environments. |
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Yes I played with the exposure setting also in your model editor |
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Btw also same contrast difference with non-metallic rough material |
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Hi have another "dark side" question slightly related to this Would you have any way not to reflect the dark areas as much? |
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No texture I swear 😅 just white material and neutral env map |
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We also find this to be the case. Take a look at how the same model is rendered in SceneKit with our App and how the same model is rendered in ModelViewer. Is there any adjustments we can make to make it less contrasty. I feel that just having exposure control alone is not enough. |
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thank you @elalish, understood. that means that we will most likely have to add the same HDR/EXR on both iPhone and web which will drastically increase our app size and loading times on web. I checked and at 4K they are about 23MB. What resolution HDRI does model viewer use as the default? is 1K or 2K sufficient these days? |
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Thank you. Appreciate the advice. One last question. I checked but couldn’t find it in the docs. Is it possible to rotate the HDRI? I couldn’t find any dedicated option that you provide. It seems that using the same HDRi in SceneKit and model viewer is using a different rotation as a default so I want to match it. |
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I've been playing around with other viewers and looking back it seems model-viewer is really DARK to me
Looking at your fidelity test page, I think also in pretty much every single case it's the darkest of all
But I think more than dark shadows, I think the contrast between highlights and shadows might be too much
So the blacks seem just crushed in model-viewer and just can't show much detail in those areas
For example here both the shadows (black rubber) are under-exposed, and the highlights (wood top) overexposed
https://modelviewer.dev/fidelity/results/khronos-FlightHelmet/model-viewer-golden.png
https://modelviewer.dev/fidelity/results/khronos-FlightHelmet/babylon-golden.png
Also I was trying to have some realistic metal for my model but I think the highlight rolloff is just too abrupt like here
https://modelviewer.dev/fidelity/results/khronos-SpecGlossVsMetalRough/model-viewer-golden.png
https://modelviewer.dev/fidelity/results/khronos-SpecGlossVsMetalRough/babylon-golden.png
So it would be nice to have a less dark/contrasted look by default I think like the other viewers
And eventually have some post processing option to adjust the final contrast if needed
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