Honestly? It looked absolutely perfect when I applied that multiplier. It’s so close to my estimation of 10% that it makes me wonder if it was even worth all the time I spent figuring it out. Is the intensity value needed to correct for the numbers coming out of Blender (for white light specifically). Substituting that in, I could get the calculation: My light was white (6500K) and to get that wavelength, I averaged the top and bottom numbers on this converter and I came up with: My problem was: what the heck was “color”? After some more looking around and testing, I guessed that “color” might be the actual light wavelength of the source light. So to get the intensity value I needed for threejs: So after combining the formulas into a single equation, I got: Intensity – Unit of light measurement used by Threejs, second part of the threejs candela calculation Lumens – This seems to be an unnecessary intermediary conversion, but it keeps the formulas simplerĬandela – Unit of light measurement used by GLTFĬolor – According to Threejs documentation part of the formula for candela calculation Watts – Unit of light measurement used in blender KV = 683 – This is a constant related to the modern definition of the candela So I tinkered around a bit and finally found something that seemed to make it work. But unfortunately the formula that provided seemed to still be missing something when I tried to implement it. So, as I mentioned above and as helped me out with, I found some conversion formulas in a github post that discussed this issue. But I wanted it to be as close to the original as possible since this 3d implementation was going to be only one of the uses across multiple platforms. I found that a value of about 10% of the original “Watts” value from Blender was pretty close. Before I posted initially, I just tried to eyeball the correct intensity values for the lights that were imported from the Blender GLTF. Hello! I just wanted to follow up with my findings on this issue in case it could help out anybody else in the future. ![]() I guess first figure out what units Blender uses for them and then try to find a conversion formula. I’m also not sure what you need to do for directional lights. If not, you’ll have to study the linked PDF from that issue to figure out the correct formula. Note this is a guess, I would test a simple export with one spotlight from blender to see if it gives a decent result. Or in other words, for a spotlight with an angle of 90 degrees, 1 watt = 217 candela. ![]() If you put Φe = 1 (watts) in the point light conversion calculations you get a ratio:Ĭandela_ = 217.4 Ah, until they fix that bug I guess you’ll have to perform the conversion yourself.
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