What is the best way to encode a GLTF file without compromising the encoding of other meshes and textures?

Currently, I am working on a fascinating web AR app that enables users to don GLTF head models. (You can check it out at ) To ensure optimal lighting of the GLTF model, I have implemented

renderer.outputEncoding = THREE.sRGBEncoding
, which has been very effective. However, I've encountered an issue where this encoding adjustment also impacts the lighting of my THREE.VideoTexture from the video stream. Is there a method to encode only the GLTF while maintaining the LinearEncoding of the remaining elements in the scene? Any assistance with this dilemma would be greatly appreciated.

To provide further clarification, please refer to the following example:

https://i.sstatic.net/Xu4Jl.jpg

The background appears lighter than intended due to the encoding affecting it as well.

Answer №1

When it comes to output encoding in rendering, it's important to note that this setting is applied at the renderer level and cannot be customized for individual objects or materials. To maintain consistency, you'll need to choose between a gamma workflow or a linear workflow when working with renderer.outputEncoding.

For example, THREE.GLTFLoader assumes a linear workflow and requires

renderer.outputEncoding = THREE.sRGBEncoding
, along with any necessary post-processing. If the rest of your scene is set up for a gamma workflow, you'll need to ensure that all textures within the scene are configured accordingly.

scene.traverse((object) => {
  if (object.isMesh) {
    const material = object.material;
    if (material.map) material.map.encoding = THREE.sRGBEncoding;
    if (material.emissiveMap) material.emissiveMap.encoding = THREE.sRGBEncoding;
    if (material.sheenColorMap) material.sheenColorMap.encoding = THREE.sRGBEncoding;
    if (material.specularColorMap) material.specularColorMap.encoding = THREE.sRGBEncoding;
  }
});

By ensuring that your textures are encoded correctly for either a "linear workflow" (sRGB) or a "gamma workflow" (Linear), you can achieve accurate color representation. If needed, you can also switch these textures to THREE.LinearEncoding for a gamma workflow, especially if there are multiple elements in the scene following this workflow.

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