I tried using a OrthographicCamera
in https://threejs.org/examples/webgl_lights_physical
I do not know if this is a bug
let height = 2;
let aspec = window.innerWidth / window.innerHeight;
camera = new THREE.OrthographicCamera(-2, 2, 2, -2,
-1000, 1000);
camera.left = aspec * height / -2;
camera.right = aspec * height / 2;
camera.bottom = height / -2;
camera.top = height / 2;
camera.position.x = -4;
camera.position.z = 4;
camera.position.y = 2;
camera.updateProjectionMatrix();

I assume you are referring to the long, narrow, white highlight. Correct?
I am unable to reproduce this on a mac.
@WestLangley
Yes i modified it into a OrthographicCamera and tried to move + rotate it, there would be such a problem.
long, narrow, white highlight.
Are you able to reproduce the problem with a different computer?
I reproduce the problem on other windows computers.
OrthographicCamera don't render Jsonloader object from blender. only PerspectiveCamera work
is there some solution ?
@FishOrBear Can you reproduce the problem with a perspective camera?
@WestLangley Perspective camera can not reproduce the problem.
OrthographicCamera

PerspectiveCamera

Probably because the renderer's eye position is wrong?
Sorry, I have no idea what you are doing. Perhaps someone else can address this.
@FishOrBear I'm also unable to reproduce. Can you provide a live version (maybe a fiddle) that shows the visual error?
@Mugen87
hi This is a simple example https://jsfiddle.net/q65t62k9/
I changed it OrbitControls.js So I control the camera
For the sake of simplicity I have embedded the code directly.
What you are seeing is a distortion of the specular highlight due to the orthographic projection.
This is not a three.js bug.
Also, I suggest you avoid a negative near plane. See this SO post.