I've got a question regarding the exporting of Blender scenes to be loaded into Three.js, with the focus on lighting.
We're using Blender to create our 3D environments, interiors in this case. In Blender the scenes look like they should. Here's an example I've put together with a single point light with Energy: 50 and Distance: 30. I've made these values so high so the problem is visible clearly inside Three.js. Here is a screen from blender:
Now, when exported using the Three.js exporter for Blender and imported using the SceneLoader, the result in Three.js is:
Don't might the ugly brightness, the problem is the fact that it lights only parts of the scene. It looks like Three.js incorrectly lights different triangles of an object. Our 3D artist makes the objects in Blender using quads.
To make sure the problem lies not within the exporting and importing process, I've created a PointLight within Three with the same position, distance and brightness. This gives the exact same result as above.
I've tried using different lights as well. So far only the Sun light (Directional in Three) seems to give the correct result. The other lights don't work at all when exported from blender, but that is a problem outside of the scope of this post.
My question is: Is it in fact the triangles Three.js creates that cause the problem? Would making the triangles in Blender to begin with fix this problem, or is there a different approach that might fix the problem?
EDIT: Using Phong mats fixed it, but lighting seems incorrectly divided over objects individually: