Hi,I’m trying to config a neutral scene environmentTexture just like the texture generated by RoomEnvironment scene and PMREMGenerator.fromScene in threejs.In this demo,you can see what I have done;To be honest,it is quite close to the threejs effect.The question is the model using PBRMaterial will reflect all of the RenderTargetTexture even the wall with transparency.Just like this below:
Wow,thanks for your help!It works,but it also has performance problems.When I use ArcRotateCamera and zoom or pan the scene,it resulted low fps.Have any advice?
Another problem,it’s about the OpenPBRMaterial which merged into the code repo recently.I tested this material and it looks better than PBRMaterial especially processing the transparency and refraction, but when I import gltf file like in the demo above,some textures render with errors and webgl report errors.
Since the OpenPBRMaterial has not yet published,maybe you have to try it locally and the model you can use to test is in the demo I provided . Just use the ImportMeshAsync and set the options.useOpenPbr as true ,and set the scene a ArcRotateCamera then you zoom or pan the scene, you can see the errors reported by the webgl and the some parts of the ground in the model just render dark color
I have temporarily reduced the size of realTimeFilteringQuality to alleviate the lag phenomenon, but I would like to ask what impact this attribute has on material rendering from 1 to 8. I have made several comparisons and did not find any significant differences
I have a rough idea of what’s going on. It seems that in OpenPBR Material, all materials are treated as metallic materials, and no special treatment is given to non-metallic materials with metallicFactor 0 or undefined values. Therefore, non-metallic materials will appear as metallic black if their specular factor is 0