I’m not entirely which difference in the PG’s I should focus on, so I looked at the MirrorTexture PG and came up with this modified version.
I think probably the biggest thing that I could think of preventing you from getting the desired effect is that the spheres were using StandardMaterial instead of PBRMaterial. As well, there wasn’t any environment texture set at the scene level, so perhaps that also contributed to the difference.
The problem is not with the spheres but with the plane material. As you can see between the 2 playgrounds shared above, the PBR material is not rendered correctly using a mirror texture.
I am looking for a way to improve that!
I also tried with the Probe: https://playground.babylonjs.com/#2FDQT5#1371
But I didn’t manage to have the correct result. I still do not have a beautiful PBR Material and the sphere in the reflection are huge I don’t know why.
I tried to apply what you said in this playground: https://playground.babylonjs.com/#2FDQT5#1373
But I don’t know how to set the boundingBoxSize in order to have a correct reflection and we do not have a nice PBR rendering with the parameters added.
Can you help me find what am I doing wrong?
In my case I don’t want a skyBox or a Ground, I just need that reflection of the plane.
But having a skybox without the texture is working so thanks a lot for the fix:
Any idea on why using an emissiveTexture on the plane doesn’t work with WaterMaterial though?
To hazard a guess, it might be because emissive lighting doesn’t get reflected (a) and or (b) that environment lighting doesn’t have enough info to work right (e.g., a single position for light source)
Hi @PichouPichou ! @jelster is right, we need at least a light to compute bump mapping (the waves). So we are missing information if the material doesn’t detect any light in the scene