Three.js: HDR environment & incorrect roughness

Created on 11 Nov 2019  Â·  2Comments  Â·  Source: mrdoob/three.js

Description of the problem

HDR environment loaded using PMREMGenerator makes semi-rough (0.2-0.3) materials apear too shiny, compared to http://github.khronos.org/glTF-Sample-Viewer/, https://www.babylonjs.com or Unity.

On the left, model rendered in Unity viewer. On the right using latest threejs, PMREMGenerator, GLTFLoader and HDR map:
image (34)

Also, that visible on the simple metal roughness spheres test:
test

I found couples of PRs (https://github.com/GoogleWebComponents/model-viewer/pull/684, https://github.com/GoogleWebComponents/model-viewer/pull/710) on model-viewer addressing similar problems and drastically improving PMREMGenerator. Meanwhile original code in this repo is 9 months old.

Previous, probably related issue – https://github.com/mrdoob/three.js/issues/13107

Has anyone run into the same problem?

Three.js version
  • [x] r110
Browser
  • [x] All of them
  • [ ] Chrome
  • [ ] Firefox
  • [ ] Internet Explorer
OS
  • [x] All of them
  • [ ] Windows
  • [ ] macOS
  • [ ] Linux
  • [ ] Android
  • [ ] iOS
Hardware Requirements (graphics card, VR Device, ...)
  • Intel Iris Plus Graphics 655

Most helpful comment

Yes, I just finished another significant refactor of that work: https://github.com/GoogleWebComponents/model-viewer/pull/880
Once that lands, I plan to start upstreaming it here.

All 2 comments

It is definitely a known issue. And the hope was that @elalish was going to upstream the changes he did in model-viewer at some point.

@elalish do you have any rough idea of a when you'll be able to do it?

Yes, I just finished another significant refactor of that work: https://github.com/GoogleWebComponents/model-viewer/pull/880
Once that lands, I plan to start upstreaming it here.

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