Viewer-lit and asset-lit product presentation

Choose who owns the lighting decision before asset delivery.

Start with the question the asset must answer

Decide whether the product should arrive as a neutral object that the viewer lights, or as an asset carrying a controlled lighting contribution. The answer changes how the team authors and validates it.

Decision diagram for viewer-lit and asset-lit ownership

Separate lighting supplied by the viewer from lighting carried by the asset.

A furniture asset that appears in several configurators may need neutral PBR materials and an environment supplied by each viewer. A fixed technical illustration may benefit from a baked contribution. The target renderer and the required art direction decide the contract.

What punctual lights carry

KHR_lights_punctual defines directional, point, and spot lights for glTF. It describes properties including color, intensity, type, and range for point and spot lights.

Target viewers can differ in image-based lighting, shadow treatment, tone mapping, and material support. Test the extension in every named target before treating a light as required for the product experience.

What baked lighting carries

Baked textures can carry shadowing, indirect-light cues, or stylized visual detail. They can be predictable in a defined scene. They can also conflict with a changed environment, product color, or AR placement surface.

Comparison of punctual lights and baked lighting

Compare the portability and control of both lighting approaches.

Do not bake a studio floor shadow into a movable AR asset. Google Scene Viewer renders placement shadows and advises against baking shadows into the model.

Choose a portable contract

Delivery needPreferVerify
Several viewer environmentsNeutral PBR material with viewer lightingFinish under every target environment
Fixed showcase scenePunctual lights with confirmed supportIntensity, placement, and fallback
Small static visual detailCarefully baked contributionNo conflict with environment or scale
Mobile AR placementEnvironment-responsive materialsGround contact and platform result

Name each lighting contribution in the handoff

An embedded point light, an environment supplied by the viewer, and a shadow painted into base color can all affect the same surface for different reasons. Record who owns each contribution before comparing renders.

KHR_lights_punctual does not by itself carry a complete renderer setup, an environment map, or a universal shadow policy. Baked illumination can remain fixed when the product rotates or moves to another room. Keep ambient-occlusion data separate from a studio floor shadow and avoid calling either a replacement for runtime lighting.

For a movable AR product, inspect its contact with the placement surface without a fixed studio floor card. For a controlled showcase, record the intended light and environment configuration and inspect a fallback. Accept the package only when the receiving application supplies the missing parts of the lighting contract deliberately.

Review with fallback in mind

For each light-dependent asset, capture a supported target result and a fallback result without the extension or baked contribution.

Supported target result compared with fallback result

Validate the product appearance when a target cannot use the expected lighting path.

If the fallback misrepresents the product, choose a separate delivery strategy. Record what the file provides, what the viewer provides, and what the release test confirms.