Home › Forums › General Questions › Default count of lights
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2021-09-13 at 11:41 am #44584webCustomer
Hello,
I’m trying to reducing render calls in my app. Therefor I used HDR instead of “normal” lights. But I’m now wondering why I still got 3 in the scene lights when checking via the performance info?
Is there anything else I have to do?
Edit:
For debugging I checked the objects via “scene.traverse”. These lights are present in the scene “__DEFAULT_LIGHT___” (Point Light), “__AMBIENT__” (Ambient Light) and an unnamed light which got the type “Light”.2021-09-14 at 5:08 am #44610xeonCustomerI would go back and double-check your 3D scene and hunt for these lights and be sure to delete your project history / purge / clean your project files deleting un-used elements and or nodes. Often they are deleted in your scene but may show up in the outliner.
You should just have one light given your scene description.
Just find those lights and be sure they are deleted…you should then be fine.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2021-09-14 at 8:21 am #44620webCustomerThere are 100% no lights in the scene. I’m using a small init scene which just got the “standard” verge settings, environment map and cameras.
I tried deleting them on runtime via js. But this doesnt seem to work for all lights, only the “unnamed” light can be deleted and this changes the lighting of the scene. Don’t really know why, I think this must be something like automatically generated stuff.
2021-09-16 at 6:02 pm #44757xeonCustomerSounds like something strange is going on so I would recommend testing a few things.
1. Create a new verge application
2. Create a new blend file – default, delete the light. You will have a cube and a camera only.
3. Export the gltf to the new test application
4. open the new application in the app manager
5. Add the performance puzzle.
6. run and test and see how many lights you get.Repeat the same test but this time add an HDR map for lighting
and restest.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2021-09-20 at 8:30 am #44834webCustomerI just did a few tests.
Empty scene with just a camera (IBL PMREM):
2 LightsEmpty scene with just a camera (IBL LP + Cubemap):
3 LightsEmpty scene with just a camera and 1 spot light (IBL PMREM):
2 LightsEmpty scene with just a camera and 2 spot lights (IBL PMREM):
3 LightsEmpty scene with just a camera and 1 spot light (IBL LP + Cubemap):
3 LightsEmpty scene with just a camera and 2 spot lights (IBL LP + Cubemap):
4 LightsIf HDR is turned on or off doesnt matter. Could you check whats the count on your side? Sidenote: Using Max not Blender.
2021-09-20 at 3:30 pm #44842xeonCustomerI just tested the following (Blender). Sounds like a bug in Verge’s Max counting of lights.
Default scene 1 cube, 1 light, 1 camera.
Verge via performance console reports: 1 light.Default scene 1 cube, 0 lights, 1 camera:
Verge via performance console reports: 0 lights.Default scene 1 cube, 0, lights, 1 camera with HDRI background
Verge via performance console reports: 0 lightsDefault scene 1 cube 2 spotlights, 1 camera with HDRI background
Verge via performance console reports: 2 lightsDefault scene 1 cube 3 spotlights, 1 camera with HDRI background
Verge via performance console reports: 3 lightsXeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2021-09-20 at 3:53 pm #44845webCustomerOkay, thx for the testing.
Then we hope that someone of the devs could shine some “light” on that topic. -
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