DevLog 250416 – Gallery Environment Iterations

> Log Date: 2025-04-16

Today I tested EXR viewers and brought in an HDRI from PolyHaven, but decided it didn’t match the aesthetic I’m chasing. I'm now editing core geometry instead.

I’ve been experimenting with EXR background environments today. I imported the misty_pines.exr file from PolyHaven, and while the image itself was beautiful, it didn’t match the feeling I want the gallery to evoke. It felt too grounded in reality for the kind of ambient, slightly surreal tone I’m going for.

Rather than try to force a match, I removed the EXR entirely and shifted focus to the space itself—specifically the floor. I enlarged the floor plane and adjusted proportions to allow for a better sense of scale and framing. The room now feels more like a gallery and less like a viewport trapped in a nature sim.

I'll continue iterating in my JSFiddle preview loader, trying out light, structure, and layout ideas until I hit something that clicks emotionally. It’s still all under construction, but each step sharpens the vision.


Takeaway

Beautiful doesn’t always mean fitting. I’m learning to lean into what serves the story of the gallery, not just what looks nice in isolation.


Here's a link to PolyHaven for free HDRIs and environment maps.