Not sure if I worded my title right but I'm getting my feet wet with three JS. Right now I have a simple glb model that I would like to import into my scene, but I can't get the lighting right. The image below is what I want to accomplish.
But when I import my glb into my scene and add some lighting this is what it looks like

The model is quite dark and I can't get it to light up ideally. I've tried adding ambient lights top-down, point lights as a child to the camera instance, hemisphere lights, etc. but I just can't get it to look right. Below is the code for the current lighting; I'm trying to achieve the look by using point lights atm.
var light = new THREE.PointLight( 0xffffff, 10 );
light.position.z = 10
camera.add(light)
var light2 = new THREE.PointLight( 0xffffff, 10 );
light2.position.set(0, -20, 30)
scene.add(light2)
If anyone could give me some insights as to what is the proper way to achieve what I am desiring that will be great.
So I did some digging in, and it turns out that Blender includes this thing called an environment map
https://discourse.threejs.org/t/exporting-blender-scene-lighting-issues/11887/8
So I had to recreate the environment in my scene as well.
After importing RoomEnvironment like so:
import { RoomEnvironment } from 'three/examples/jsm/environments/RoomEnvironment';
I created the room environment:
const environment = new RoomEnvironment();
const pmremGenerator = new THREE.PMREMGenerator( renderer );
scene.environment = pmremGenerator.fromScene( environment ).texture;
Then I added the following attributes to my scene object:
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.2;
renderer.outputEncoding = THREE.sRGBEncoding;
After that, it lights up just as fine! I honestly don't really know what these toneMapping stuff do at the moment, but for now this solves my problem.