I’m getting strange reflection artefacts when trying to add a NodeMaterial to the render list of a WaterMaterial. The playground below shows something of what I mean. Although in my application the artefacts are far more pronounced. In any case, it’s clear the result is not equal. If I remove the material from the mesh, or change to a StandardMaterial, or use TerrainMaterial for the target mesh. it looks much better. It seems to be just a problem with NodeMaterial. Thanks.
You need to use the Lights block in your node material:
Note that you are seing a second reflection (which is in fact the refraction) because clip planes are not supported in node materials and the water material is using them to generate the reflection/refraction textures.
Thanks @Evgeni_Popov. I believe the problem I’m referring to here is due to the refraction issue, because I still get the artefacts when I’m using a PBRMetallicRoughnessBlock. I was just using a basic node material as an example here. Is there any way I can fix this using NodeMaterial? I do have other approaches I can try for this such as extending one of the existing material classes, but I would really like to use NodeMaterial in this case.
@Evgeni_Popov, I updated to latest beta release and this works beautifully. Relating to other threads about the usability of Babylon for learners. I am stunned every time by the level of responsiveness to questions and problems on this forum, and this has made all the difference in the struggle to learn a difficult but very rewarding library. Sincere thanks!