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I am currently trying to display a 3D room using Three.JS. I bought the model on SketchFab and I am using its GLTF format.

This model includes "baked-in" shadows using an occlusion map and a specular glossiness map. I do not plan on having dynamic cast shadows so those baked shadows are just fine.

The model is properly imported using the GLTFLoader but my issue arise when I try to light my scene. I set up a basic HemisphereLight and for some reason all my shadows and lit areas are inversed as you can see in the screenshot below:

Screenshot

All the areas that are supposed to be shadows are lit and all the areas that are supposed to be lit are shadows.

I've been trying to solve this for a while now and have no idea where this behaviour is coming from. I also tried to use online GLTF viewer to see if there was any problem with the model itself but everything looks fine:

Screenshot 2

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