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Docs: Improved PMREMGenerator page. #23514
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resolution to smoothly interpolate diffuse lighting while limiting sampling computation. | ||
resolution to smoothly interpolate diffuse lighting while limiting sampling computation.<br/><br/> | ||
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Note: The minimum [page:MeshStandardMaterial]'s roughness depends on the size of the provided texture: |
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You might also note this is a slightly conservative bound. If your render has small dimensions or the shiny parts have a lot of curvature, you may still be able to get away with a smaller texture size.
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Added that additional info verbatim.
@@ -15,7 +15,36 @@ <h1>[name]</h1> | |||
CubeUV format that allows us to perform custom interpolation so that we can support nonlinear formats such as RGBE. |
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Does the RGBE comment still apply?
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No, good catch, since it's all float now.
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I think this page and the comments in the source code may be outdated. Can you please have a look? 😇
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+1
Merging for now... |
* Docs: Improved PMREMGenerator page. * Update PMREMGenerator.html * Update PMREMGenerator.html
Related issue: #23428 (comment)
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@elalish @WestLangley How does the explanation sound to you?