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 ![]()