fix(dashboard): light the UGC model view like the game

Metal was drawn with metalness 1 in the room environment at half strength with one
sun, so metal groups came out nearly black. The game's metal keeps the vertex
color (lit, plus a reflection tinted by it), so metal is now part metal with a
stronger reflection, the environment is brighter and a sky over ground fill
lights the sides away from the sun.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-30 03:50:02 -05:00
parent 19b6443fb4
commit c6831ac80e
2 changed files with 20 additions and 5 deletions

View File

@@ -479,7 +479,9 @@ client's 88, 89 and 46) and draws glow at its plain color (by `glow_emissive`, u
light, a sky over dark ground reflection tinted by its color and a sun highlight (sharp for polished, broad for
brushed). This is an approximation of the game's environment maps. `NifFile::ShaderLookFor` gives 98 `REFLECTIVE`,
99 `REFLECTIVE | BRUSHED` and 53 `EMISSIVE`; the UGC page's 3D view gets each mesh's look (`/api/ugc/mesh`, "look")
and draws metal as reflective (metalness 1, the view's environment) and glow unlit, and the zone views draw
and draws metal as the game does, its color kept (part metal: metalness 0.5 polished, 0.4 brushed, with a stronger
reflection of the view's environment; a metalness of 1 in the view's dim room was nearly black) and glow unlit, under
a sun and a sky over ground fill so no side of a model is black, and the zone views draw
LEGO-Emissive objects going to their vertex color by its alpha (metal there stays lit like the rest).
#### Glitter