How to use AmbientLight in combination with MeshStandardMaterial?
<p>I'm currently implementing the new <code>MeshStandardMaterial</code> in <a href="https://github.com/vizicities/vizicities/tree/0.2.0" rel="nofollow noreferrer">ViziCities</a> and I've managed to get things looking great, so long as I remove the <code>AmbientLight</code> from the scene.</p>

<p>In the scene is a base layer which has a texture map and has <code>metalness</code> set to 0 and <code>roughness</code> set to 1.</p>

<p><a href="https://i.stack.imgur.com/O1lx9.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/O1lx9.jpg" alt="enter image description here"></a></p>

<p>If I leave the <code>AmbientLight</code> in the scene then the mesh that I want to reflect the environment map is not only far too bright, it doesn't reflect anything at all.</p>

<p><a href="https://i.stack.imgur.com/WSgbn.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/WSgbn.jpg" alt="enter image description here"></a></p>

<p>The only way I've been able to keep the <code>AmbientLight</code> in the scene and have things look ok is to bump up the <code>metalness</code> value to nearer 1, which results in far too much reflection on the base layer.</p>

<p>How can I use <code>MeshStandardMaterial</code> with an <code>AmbientLight</code> or a <code>HemisphereLight</code> (to add a little extra ambient colour to the scene) and not have it blow out the lighting when the environment map is dark?</p>

<p>It's entirely possible that I'm misunderstanding how ambient lighting works, so would appreciate direction on that too :)</p>

<p>Thanks for the help!</p>