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.