Working with PBR Materials and IBL Scenes
StandardMaterial is very forgiving when it comes to being able to use various types of assets. It doesn’t mind if a texture is 8, 16, or 3 bits per pixel or JPEG, GIF, or PNG – it’ll paint a mesh with it. While this is also largely true for PBRMaterial in that it is a robust component and able to operate with a wide range of inputs, the rendered look of any PBRMaterial is far more sensitive to insufficient or improperly formatted texture data. We’re going to look at the specifics of what the Babylon.js PBR implementation expects, as well as the tools that will help create assets that fit those specifications. Later, we’ll go through the heuristics – a set of guidelines – of how to decide what and which assets and values to put into which properties to accomplish a particular look for your material. Let’s start by examining some of the ways to represent an image digitally.