Take this example,if I want the ambient light reflected by the sphere to be more white in the bright areas, can anyone tell me if there is a method within the capabilities of the Babylon engine, or do I have to use shaderMaterial to achieve this?
Thank you for your reply. I know that tone mapping can achieve the effect I want to some extent, but it reduces color saturation, which is not what I want. If I only use nodeMaterial, is it possible to increase the brightness of the highlights while retaining saturation, so that they are closer to white?
Yes. For example you may use remap block to increase the saturation. If you want to add clear white reflections you can use second reflection texture inside NodeMaterial and add this white reflections after you have done with rest of material. But in my opinion it kind of looks fake.
Increased saturation using remap:
Fake white reflections added:
If you want I can share complete material with you but I can’t attach it here or save as snippet because it is too big (I put all the textures inside). I can share in in telegram if you have. Or to gmail.
Reflection texture I used is random texture from web so replace it with something to be sure you are not violate somebody`s license.
Can fake reflections be combined with environment textures in a single image? If possible, please provide a link to the nodeMaterial editor. A small texture can be used for the connected texture. Thank you again.
You can try to use specular indirect out from pbr block. It could replace the 2nd texture
pbrmaterial.metallicReflectanceTexture = hdrtexture pbrmaterial.useOnlyMetallicFromMetallicReflectanceTexture = true pbrmaterial.reflectanceTexture = hdrtexture
Please look at this example. If the code block is not applied correctly, please help me correct it.
Looks like you didn’t just master diamonds
! You’re shining
at all kinds of jewelry visualization!
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Do you wanted to acchieve smth like this? Try to tweak some properties in NodeMaterial it gives you much more control over the shader than PBRMaterial
Thank you
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This is close to the look I was hoping for. I also found that point light sources can produce similar, good results.


