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MeshBasicNodeMaterial: Refactor env map support. #28798
MeshBasicNodeMaterial: Refactor env map support. #28798
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I think we could add this operation in
BasicLighthingModel
removingthis.environment
, and extendsPhongLightingModel
fromBasicLightingModel
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Okay, I rewritten the code like that!
One thing that can be optimized though (ideally with a different PR) is that
NodeMaterial.setupLights()
should only add an instance ofEnvironmentNode
for PBR materials. All other materials which do not support PMREM are incompatible with that type of node. Imo, it seems more clean if this node isn't created for that materials in the first place.There was a problem hiding this comment.
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I made a small revision. The idea of the
LightingModel
parameters would be equivalent to the defines that enable the specific modules of the light model, normally boolean, since we could access the material in the setup process.Still, I have to do another review, ideally we should have a node like
EnvironmentNode
to handle this.There was a problem hiding this comment.
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Awesome, that looks much cleaner now!
Besides, I love these kind of reviews. They are ideal to learn the details of the new system^^.
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Indeed. It would be nice if
NodeMaterial
could somehow setup a different type ofEnvironmentNode
depending on the type of material. That would automatically solve #28798 (comment).There was a problem hiding this comment.
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I done this part! :)
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Great! Let's merge the current state. We can add more revisions in other PRs.