title: Lights look different in Three.js than 3DS Max
body: <p>I am using the r65 of Three.js.  When I light a scene in 3ds max I then export it as a an obj to load in Three.js.  I take a second step and export the model to FBX so I can extract the lighting and load in Three.js.  I am noticing that the lights are not as "strong" in Three.js, almost like a multipier should be added to the intensity possibly?  Could it be that I am missing some property on the light in Three.js?</p>
  
  <p>Here is what the scene looks like in 3ds Max
  <img src="https://i.stack.imgur.com/f92A3.png" alt="3ds max"></p>
  
  <p>Here is what it looks like when it's imported to Three.js
  <img src="https://i.stack.imgur.com/snN0U.png" alt="Three.js"></p>
  
  <p>After playing around with settings, after turning on the gammaOutput and gammaInput
  <img src="https://i.stack.imgur.com/MODK6.png" alt="gammaOutput on"></p>
  
  <p>So it looks a little better with the gamma output on, but still not what I was hoping it would look like from 3ds max.  I created a <a href="http://jsfiddle.net/3fTEY/4/" rel="nofollow noreferrer">fiddle</a> but due to the Access-Control-Allow-Origin errors I couldn't figure out how to get the fiddle to work, but hopefully the code there will help see what I am trying to do.</p>
  
  <pre><code>// scene
  scene = new THREE.Scene();
  
  renderer = new THREE.WebGLRenderer();
  renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
  
  renderer.gammaOutput = true;
  renderer.gammaInput = true;
  
  container.appendChild(renderer.domElement);
  
  loader = new THREE.OBJMTLLoader();
  
  var modelFilePath = "http://goo.gl/ecHpSf?gdriveurl";
  var materialFilePath = "http://goo.gl/bZWZEA?gdriveurl";
  
  loader.load(modelFilePath, materialFilePath, function (object) {
  
          materials.push.apply(materials, object.children);
  
          scene.add(object);      
          object.position.set(0, 0, 0);
      });
  
  // setup lighting
  var light = new THREE.PointLight(0xffffff, 1);
  light.position = new THREE.Vector3(32.2274, 54.6139, 38.2715);
  light.distance = 103.74199676513672;
  light.intensity = 1;
  scene.add(light);
  </code></pre>
  
  <p>Can anyone suggest anything that might help, it seems like I am close.  Thanks!</p>