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Casting shadows on PBR with environmentTexture


Gzave
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Hello,

I have problems casting shadows on objects that have PBR material and environmentTexture. I don't know how to dim the light emitted by the environmentTexture, or even better, make the intensity of the reflection related to the lights of the scene. Since shadows are the areas on the objects where there is no light, and the reflection of the environment texture is not affected by the lights, I can't get shadows on the object.

Please, check the following example. http://www.babylonjs-playground.com/#BCHEUP

There is a barely visible shadow on the PBR ball, from the torus.

My questions are:

1) How can I make the ball dim/brighten according to the lights of the scene to some extend.

2) How can I change the intensity of the light of the environment texture, so that I can change the "intensity" of the reflected light of the ball, regardless of the surrounding lights? So that I can control how much the lights of the scene affect the brightness of the object.

Thanks in advance!

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For more info on light setup in PBR you can take a look at : http://doc.babylonjs.com/how_to/physically_based_rendering_master#light-setup

Basically light falloff is not the same in std and pbr, but you can use usePhysicalLightFalloff to make them alike. The environmentIntensity is the main property controlling the environment intensity.

The usePhysicalLightFalloff and environmentIntensity are only available in the PBRMaterial and not the 2 simpler versions.

Relying on them could look like : https://www.babylonjs-playground.com/#BCHEUP#1

And converting your material like : https://www.babylonjs-playground.com/#BCHEUP#2

 

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