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Description
Description
I've attached a model using metalness=100% and roughness=15%, and compared screenshots in several engines.
Khronos Sample Viewer

PlayCanvas

Babylon.js

three.js

You'll likely notice first that in Khronos Sample Viewer and PlayCanvas, the surface appears considerably less "rough". I'm not especially concerned about that here – the glTF specification doesn't include environment maps today, and implementations have some leeway in how to preprocess them.
I am wondering about the visible blocky edges in the three.js render, though. The same issue is visible with other environments, particularly RoomEnvironment. I understand we use a low-res 256x256px cubemap for PMREM by default — I tried increasing that resolution in local builds, but didn't see a meaningful reduction of the problem.
Solution
Are there settings available, or settings we could add, to improve the rough reflections for cases like these? Can/should IBL be pre-processed offline to improve the result? For scenes with large reflective surfaces, I think the current reflections may be less clean than users would prefer.
Alternatives
N/A
Additional context
No response