diff --git a/examples/webgl_lights_physical.html b/examples/webgl_lights_physical.html
index a934f458f6425d..05449a0dc09fd8 100644
--- a/examples/webgl_lights_physical.html
+++ b/examples/webgl_lights_physical.html
@@ -36,7 +36,7 @@
three.js - Physically accurate lighting example using a incandescent bulb - by
Ben Houston
- Using real world scale: Brick cube is 1 meter in size. Light is 2 meters from floor. Globe is 25 cm in diameter.
+ Using real world scale: Brick cube is 50 cm in size. Globe is 50 cm in diameter.
Using Reinhard inline tonemapping with real-world light falloff (decay = 2).
@@ -218,9 +218,9 @@
floorMesh.rotation.x = - Math.PI / 2.0;
scene.add( floorMesh );
- var ballGeometry = new THREE.SphereBufferGeometry( 0.5, 32, 32 );
+ var ballGeometry = new THREE.SphereBufferGeometry( 0.25, 32, 32 );
var ballMesh = new THREE.Mesh( ballGeometry, ballMat );
- ballMesh.position.set( 1, 0.5, 1 );
+ ballMesh.position.set( 1, 0.25, 1 );
ballMesh.rotation.y = Math.PI;
ballMesh.castShadow = true;
scene.add( ballMesh );