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SpecularGlossiness materials no longer reflect the environment #18463
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Ping @donmccurdy @Mugen87 |
@elalish Does the three.js example work for you? |
Loading the model in my viewer... ... I've confirmed that copying var envMap = content.parent.environment;
content.traverse((o) => {
if (o.isMesh) {
o.material.envMap = envMap;
o.material.needsUpdate = true;
}
}); So #18465 really does look like the right solution, but I'm not sure why it doesn't seem to be working. |
I'll take a look tomorrow. |
Just for the record: The reason why |
@WestLangley indeed, that model works, since the problem is restricted to scene.environment. Thanks for bringing that test to my attention though! |
Description of the problem
Something happened between r110 and dev, where glTF with SpecularGlossiness aren't playing well with PMREM anymore (other lights work).
To repro, put this model in Don's viewer and turn off the ambient and direct lights and you'll see this:
Three.js version
Browser
OS
Hardware Requirements (graphics card, VR Device, ...)
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