I’m using the following code along with the new PMREM generator:
To simply render a mesh with a single diffuse texture, by setting the roughness value to 1
The result is:
I’m not familiar with the inner workings of PMREM but the computed irradiance felt “shiny” so I tried to increase the sampling theta for the PMREM blur shader by multiplying it by 1.5:
float theta = dTheta * float(dir * i) * 1.5;
Now the end result is a lot similiar to the output I get on eevee on Blender (using the standard shader with only the roughness slider set to the maximum value):
The question is: am I doing anything wrong in the code i shared on pastebin that would cause the perceived irradiance to look “shiny” ?
If not, is there any option I can pass to PMREM to increase the blurriness of the prefiltered map without having to change the base library?