diff --git a/docs/api/en/extras/PMREMGenerator.html b/docs/api/en/extras/PMREMGenerator.html index 1754bf12b13cbc..7b5d5d49bff991 100644 --- a/docs/api/en/extras/PMREMGenerator.html +++ b/docs/api/en/extras/PMREMGenerator.html @@ -11,11 +11,41 @@

[name]

This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture. - This allows different levels of blur to be quickly accessed based on material roughness. It is packed into a special - CubeUV format that allows us to perform custom interpolation so that we can support nonlinear formats such as RGBE. + This allows different levels of blur to be quickly accessed based on material roughness. Unlike a traditional mipmap chain, it only goes down to the LOD_MIN level (above), and then creates extra even more filtered 'mips' at the same LOD_MIN resolution, associated with higher roughness levels. In this way we maintain - resolution to smoothly interpolate diffuse lighting while limiting sampling computation. + resolution to smoothly interpolate diffuse lighting while limiting sampling computation.

+ + Note: The minimum [page:MeshStandardMaterial]'s roughness depends on the size of the provided texture. + 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. + + + + + + + + + + + + + + + + + + + + + + + + + +
texture sizeminimum roughness +
160.21
320.15
640.11
1280.076
2560.054
5120.038
10240.027

Constructor

@@ -42,16 +72,14 @@

[method:WebGLRenderTarget fromEquirectangular]( [param:Texture equirectangul

[page:Texture equirectangular] - The equirectangular texture.

- Generates a PMREM from an equirectangular texture, which can be either LDR or HDR. - The ideal input image size is 1k (1024 x 512), as this matches best with the 256 x 256 cubemap output. + Generates a PMREM from an equirectangular texture.

[method:WebGLRenderTarget fromCubemap]( [param:CubeTexture cubemap] )

[page:CubeTexture cubemap] - The cubemap texture.

- Generates a PMREM from an cubemap texture, which can be either LDR or HDR. - The ideal input cube size is 256 x 256, as this matches best with the 256 x 256 cubemap output. + Generates a PMREM from an cubemap texture.

[method:undefined compileCubemapShader]()

@@ -66,8 +94,7 @@

[method:undefined compileEquirectangularShader]()

[method:undefined dispose]()

- Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, so you should not need more than one - PMREMGenerator object. If you do, calling dispose() on one of them will cause any others to also become unusable. + Disposes of the PMREMGenerator's internal memory.

Source