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Expose specularPower to roughness conversion #16137
Expose specularPower to roughness conversion #16137
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…e same calculations when doing Area Lights in a Standard material scene
…e same calculations when doing Area Lights in a Standard material scene
Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/16137/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/16137/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/16137/merge#BCU1XR#0 |
WebGL2 visualization test reporter: |
Visualization tests for WebGPU |
Visualization tests for WebGPU |
WebGL2 visualization test reporter: |
When using RectAreaLight with StandardMaterial, the value used to calculate specular will come from "roughness". However, all other lights calculate specular based on "specularPower". If a user has a scene with multiple lights sources (RectAreaLight + PointLight for example), and uses StandardMaterial for its meshes, it needs to set the roughness to the bast value possible so that the specular behaves similarly for all lights.
We already perform a specularPower to roughness conversion when exporting StandardMaterial to GLTF. This PR makes that logic available so users can also consume it using the new "MaterialConversionHelper" class.