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Problem with PBRSpecularGlossinessMaterial when migrating from 3.2 to 3.3


vanRepin
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On 9/7/2018 at 8:52 PM, Sebavan said:

First of, your scene looks really nice and are you relying on Babylon reflection probes or any kind of hdr files ?

A repro in the playground would be amazing.

Yes, we relying on reflection probes. Ok. I'll make an example in playground

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Ok underdstood, thanks.

As we are trying to work towards a real time solution for prefiltering cube texture from probes, we fixed some default setup of prefiltreing but it unfortunately impacted the probes.

As a workaround you can set manually the lod generation offsets and scale in your application. I will update the reflection probe to their default previous setup:

probe.cubeTexture.lodGenerationOffset = 0;
probe.cubeTexture.lodGenerationScale = 0.8;
 

I am really hoping for a first implementation of real time filtering in 4.0. 

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