Hallo,
hope you are all feeling good. I want to use a pbrMaterial and need hdr lightning.
but i would like to have always the same light when i use a arcRotate Camera.
so i would like prevent the enviroment turning around when i rotate them cam.
i thought i can make the " environment rotation = camera rotation "…
but when i try the environment disappear:
or is there a hdrTexture.rotationLimit = 0; or something else?
First of all, there is no such property as camera.rotationY.
There is camera.rotation.y, but since you use ArcRotate camera, it has no sense here. You need to use camera.alpha.
Further, there is no such properties as hdrTexture.rotationX and hdrTexture.rotationZ, so they will not work.
To solve this you may limit camera.beta, if it will suit your needs.
Example - https://playground.babylonjs.com/#Q3RTP4#10
Thank you. Nice to read you again. I remember your help some time ago. I think you helped again with a short and powerful solution. Will try this on monday. If you have the time to give me a hint where I could have find the arguments, I would try to find this for myself for the next problem I have to say the documentation is a bit difficult to handle and brings often a error when you come from Google.
A big thank you for taking the time and the quick answer!
I’m not sure just what you want to achieve just exactly.
If you want to display a fixed/static reflection on your object, then you shouldn’t use the environment.
Note that the environment does not rotate, it’s your camera that rotates around the object, thus projecting a different view from the environment. Sure you can act on the projection/coordinate mode of the environment but this will just never render a ‘static’ reflection on your object/pbr material.
If a static reflection fx is what you are looking for, then you should use a reflection texture. To give it the HDR-like effect you can use post-process or push the levels above 1 (also i.e. change the metallicF0Factor and IndexOfRefraction).
You can play and try tune this PG with some added textures to your pbr material.
I suggest you open the ‘inspector’ and play with the settings to see what it does.