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PBR microsurface


max123
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Hello,

This is unfirtunately due to the texture not being preprocessed to be blurred seamlessly.

You can take look here for more information about it: http://doc.babylonjs.com/overviews/Physically_Based_Rendering_Master#hdr-texture-and-seamless-cubemap-lod-extension-required

By using the tool you can have this result http://www.babylonjs-playground.com/#1F0M1J#75 (not working on edge due to the lack of texturelod extension support).

This is still far from being perfect and tools like Lys are doing a way better job at preprocessing the texture allowing straight use from equirectangular texture preventing the seam issues.

Best Regards,

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yep you are right:

In the pg sources:

if (textures[index].isCube) {
    for (var i = 0; i < 6; i++) {
        textures.push({ name: textures[index].name + textures[index]._extensions });
    }
    addTexturesToZip(zip, index + 1, textures, folder, then);
    return;
}

so it deals only with the six faces cube texture, I summon @Deltakosh for a fix, basically it could be:

if (textures[index].isCube) {
    if (textures[index]._extensions) {
        for (var i = 0; i < 6; i++) {
            textures.push({ name: textures[index].name + textures[index]._extensions });
        }
    }
    else {
        textures.push({ name: textures[index].name });
    }
    addTexturesToZip(zip, index + 1, textures, folder, then);
    return;
}    

 

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Thanks, @Sebavan, it's good to know.
BTW, one of the scenes I've made with ~10k vertices, practically all smoothed surfaces, PBR materials, reflections and environment map + some custom animations (code,  not timeline) - all run pretty smoothly on a 3 y.o. iPhone 5s. Quite impressive! 

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