Black PBR texture under Environment lighting in Node Material

You should really use the lighting output, it should normally be the only output you have to deal with.

Can you setup a PR with the full model + node material you created. I feel it will be easier for us to help you this way.

https://playground.babylonjs.com/#6GB2NK#2

This is not exactly my scene, but something similar.

In my scene I have two light sources: a directional light and environment lighting.

Same here — I created them as well.

You have to set the color space of the fragment output to gamma space (as shown in my screenshot above):

https://playground.babylonjs.com/#I5E2WT

I didn’t quite understand — what actually changed? I can’t figure out what the difference is.

ok, now i see

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And the texture still looks significantly different from the original.

It feels like it’s impossible to achieve an effect where the texture preserves its original color under environment lighting.

Original

Fake:

Take a look yourself.
The difference is very noticeable.

If a client chooses this product with this texture, but in real life receives a kitchen in a completely different color, that would be very bad for our company.

It all depends on the environment texture you use:

environment.env:

forest.env:

country.env:

room.env:

and so on. You can also build your own environment. See Using An HDR Environment For PBR
for more information.

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Yes, this seems to be exactly what we need. Thank you very much for your help — we will use different environment maps to achieve the best possible texture rendering effect.

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