diff --git a/src/lighting.js b/src/lighting.js index fe796f0..fdda0c2 100644 --- a/src/lighting.js +++ b/src/lighting.js @@ -1,12 +1,12 @@ import * as THREE from 'three'; export function setupLighting(scene, camera) { - // Ambient light for overall illumination - increased intensity - const ambientLight = new THREE.AmbientLight(0x404040, 1.2); + // Ambient light for overall illumination - reduced intensity + const ambientLight = new THREE.AmbientLight(0x404040, 0.4); scene.add(ambientLight); - // Directional light (like sunlight) - increased intensity - const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2); + // Directional light (like sunlight) - reduced intensity + const directionalLight = new THREE.DirectionalLight(0xffffff, 0.6); directionalLight.position.set(10, 10, 5); directionalLight.castShadow = true; directionalLight.shadow.mapSize.width = 2048; @@ -19,19 +19,19 @@ export function setupLighting(scene, camera) { scene.add(pointLight); // Enhanced camera point light - follows the camera to illuminate from viewing angle - window.cameraLight = new THREE.PointLight(0xffffff, 2.0, 300); + window.cameraLight = new THREE.PointLight(0xffffff, 0.8, 300); window.cameraLight.position.copy(camera.position); scene.add(window.cameraLight); // Camera spotlight for focused illumination (like a headlamp) - window.cameraSpotlight = new THREE.SpotLight(0xffffff, 1.5, 150, Math.PI / 6, 0.2); + window.cameraSpotlight = new THREE.SpotLight(0xffffff, 0.5, 150, Math.PI / 6, 0.2); window.cameraSpotlight.position.copy(camera.position); window.cameraSpotlight.target.position.set(0, 0, 0); // Point at origin initially scene.add(window.cameraSpotlight); scene.add(window.cameraSpotlight.target); // Additional camera directional light (like a flashlight) - window.cameraDirectionalLight = new THREE.DirectionalLight(0xffffff, 1.0); + window.cameraDirectionalLight = new THREE.DirectionalLight(0xffffff, 0.3); window.cameraDirectionalLight.position.copy(camera.position); window.cameraDirectionalLight.target.position.set(0, 0, -1); scene.add(window.cameraDirectionalLight); @@ -47,8 +47,8 @@ export function setupLighting(scene, camera) { window.interiorLight2.position.set(5, 5, -5); // Will be adjusted relative to model scene.add(window.interiorLight2); - // Hemisphere light for natural lighting - increased intensity - const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.8); + // Hemisphere light for natural lighting - reduced intensity + const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.4); scene.add(hemiLight); console.log('✨ Enhanced camera lights added - headlamp-style illumination will follow your view'); diff --git a/src/model-loader.js b/src/model-loader.js index 6ad9e18..2216735 100644 --- a/src/model-loader.js +++ b/src/model-loader.js @@ -55,11 +55,11 @@ export function loadCubeModel(scene, camera, controls, onLoadComplete) { material.transparent = false; material.opacity = 1.0; - // Add emissive for interior visibility on solid materials + // Add subtle emissive for interior visibility on solid materials if (material.emissive) { - material.emissive.setHex(0x222222); // Increased emissive brightness + material.emissive.setHex(0x111111); // Reduced emissive brightness } else { - material.emissive = new THREE.Color(0x222222); + material.emissive = new THREE.Color(0x111111); } } diff --git a/src/scene-setup.js b/src/scene-setup.js index bcf72fb..b4d58c6 100644 --- a/src/scene-setup.js +++ b/src/scene-setup.js @@ -32,7 +32,7 @@ export function createScene(cameraConfig) { renderer.shadowMap.type = THREE.PCFSoftShadowMap; renderer.outputColorSpace = THREE.SRGBColorSpace; renderer.toneMapping = THREE.ACESFilmicToneMapping; - renderer.toneMappingExposure = 1.5; + renderer.toneMappingExposure = 1.8; // Higher exposure for brighter gamma-corrected appearance // Enable proper transparency rendering renderer.sortObjects = true;