The B3DM contains a GLB with
"materials" : [
{
"doubleSided" : true,
"pbrMetallicRoughness" : { }
},
{
"doubleSided" : true,
"pbrMetallicRoughness" : {
"metallicFactor" : 0,
"roughnessFactor" : 0.501960813999176
}
}
],
The empty pbrMetallicRoughness
of the material causes the default values to be used, and the default metallicFactor
is 1
, according to the specification.
(I somehow think that this … is undesirable, and have the impression that some viewers do not obey this, but… would have to try it out in detail, and look up the implemementation of each viewer…)
So the default value of 1.0
should cause objects to appear very dark. For example, consider the upper right sphere in this MetalRoughSpheresNoTextures
sample model screenshot:
(The base color there is (0.6, 0.6, 0.6), but for (1,1,1) (white) the effect would be the same - namely that of appearing much darker than one would expect).
Changing the material definition to set the metallicFactor
to 0 should fix this:
{
"doubleSided": true,
"pbrMetallicRoughness": {
"metallicFactor": 0
}
},
(The lighting still depends on the time of day, of course, but in broad daylight, the objects should appear white then…)