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Found 2 results

  1. Hi, It seems like in the GlossySpecular workflow, the values of diffuseColor and diffuseTexture are not multiplied together. Then, if you wan't a material with a quite saturated color, like Adding a texture with this green is not the same as setting this green as the diffuseColor. Sample playground is here : http://playground.babylonjs.com/indexstable#6DDR9C#1 Is there a configuration for the PBR Material to get the result we see with a monochromatic texture, without using any texture ? Thanks a lot ! Have a nice day,
  2. Сan be assigned to show diffuse texture to the model if it is to apply PBR? I founded in the documentation, only examples of pre-set: metal, plastic, glass and wood. For example: var scene = new BABYLON.Scene(engine); var camera = new BABYLON.ArcRotateCamera("Camera", -Math.PI / 4, Math.PI / 2.5, 200, var hdrTexture = new BABYLON.HDRCubeTexture("textures/room.hdr", scene, 512); var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", 1000.0, scene); var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", scene); hdrSkyboxMaterial.reflectionTexture = hdrTexture.clone(); hdrSkyboxMaterial.disableLighting = true; hdrSkybox.material = hdrSkyboxMaterial; material = glass; glass.refractionTexture = hdrTexture; glass.reflectionTexture = hdrTexture; ???? material.diffuseTexture = new BABYLON.Texture("/path", scene);
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