Large world rendering has issues with NME specular lighting

Hey there,

I think there is an issue with the new experimental large world rendering feature when using node materials “Lights” and “PBRMetallicRoughness” blocks:

Standard material:

PBR:

The specular highlight is not the same when enabling largeWorldRendering, in the case of PBR it seems the highlight is constant for any camera orientation.

@georgie maybe you know what is happening here? Maybe a matrix is missing the floating origin offset somewhere :thinking:

Thank you for reporting! I will take a look

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Need additional offset logic for nodeMaterial blocks – PR here!

[FloatingOrigin] Add support for node material blocks by georginahalpern · Pull Request #17441 · BabylonJS/Babylon.js

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Awesome! I think that was the last road block preventing me from using floating origin everywhere haha Here we go :ok_hand:

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