I’m trying to create realistic wall and roof materials for a metal building, but I’m running into a visual issue. The materials look very flat, almost like 2D surfaces, and they lack a proper 3D structure or depth. They don’t resemble realistic materials — especially the roof, which should have some surface variation or texture to feel more natural.
Expected roof visualisation: Roofing Tiles 013 A on ambientCG(please, click “3D preview” to see my expectations) The PBR maps used on playground downloaded directly from this website.
Can you please help me with that? Fixing my playground code or having some better ideas to create material for roof and walls that have a 3D feel are highly appreciated
Tried with setting sideOrientation to BABYLON.Mesh.DOUBLESIDE (BABYLON.Mesh.BACKSIDE, BABYLON.Mesh.FRONTSIDE is not acceptable as it shows only one mesh side)
beside the setting you needed to change , comparing it to the tool displaying the texture you linked , your materials does not look as good simply because of lighting. Use better direction in your scenes lighting to make the materials normal/height effects display better.
It creates two planes. Each of the plane’s geometry is than displaced when calling applyDisplacementMap, each in the opposite direction.
The solution is easy. Don’t use sideOrientation: BABYLON.Mesh.DOUBLESIDE and set backFaceCulling = false on the material. Both sides of the single plane will be rendered and the vertices are displaced as expected: