rayzee 8.4.1 → 8.5.0
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- package/README.md +1 -5
- package/dist/rayzee.es.js +1975 -1981
- package/dist/rayzee.umd.js +64 -64
- package/package.json +1 -1
- package/src/EngineDefaults.js +29 -1
- package/src/EngineIssues.js +0 -1
- package/src/PathTracerApp.js +91 -28
- package/src/Processor/AssetLoader.js +46 -53
- package/src/Processor/CameraOptimizer.js +22 -6
- package/src/Processor/LightSerializer.js +9 -17
- package/src/RenderSettings.js +9 -1
- package/src/Stages/PathTracer.js +19 -4
- package/src/Stages/PathTracerStage.js +10 -17
- package/src/index.js +0 -1
- package/src/managers/DenoisingManager.js +3 -7
- package/src/managers/LightManager.js +17 -15
- package/src/managers/VideoRenderManager.js +9 -9
- package/src/LightUnits.js +0 -122
package/README.md
CHANGED
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@@ -509,11 +509,7 @@ engine.lightManager.sync() // Re-upload light data to GPU
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engine.lightManager.showHelpers(true) // Toggle visual helpers
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```
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The **Lights panel edits Blender-style Power** — watts for point, spot and area, W/m² for the Sun — which is a view of that, converted by `lightPower()`/`setLightPower()` and nowhere else; `LightSerializer` converts the other way when it fills the GPU buffer. Dividing power by area only means something in metres, so the engine assumes **one world unit is one metre**; scenes authored in cm or mm must carry that scale in their node transforms, as glTF exporters do.
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glTF punctual lights are photometric (candela, lux) and are divided by 683 lm/W on import, exactly as Blender's own glTF importer does. glTF `RectAreaLightPlaceholder` nodes author `intensity` as three.js radiance, which is already the stored quantity, so it is used verbatim. The record's own `power` field is ignored: it is written from the light's unscaled dimensions and disagrees with the world area whenever an ancestor scale is non-uniform.
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+
Light `intensity` follows Blender: radiant power in watts for point, spot and area lights, irradiance in W/m² for directional. Dividing power by area only means something in metres, so the engine assumes **one world unit is one metre**; scenes authored in cm or mm must carry that scale in their node transforms, as glTF exporters do. glTF `RectAreaLightPlaceholder` nodes author `intensity` as three.js radiance (their `power` field is `intensity · width · height · π`); the importer converts it to power through the light's world area so the authored radiance is reproduced exactly, then applies the profile's `areaLightIntensityScale`.
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### engine.animationManager
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