Uses the captured cube environment without correcting the hit point against the room.
- Node
- pmremTexture()
- Roughness
- 0.25
A cubemap is captured from the floor, then the reflection ray is corrected against a room-sized box. Toggle the correction and move its bounds to see why a local probe matters.
Creating the dynamic cube environment and projected material graphs.
Uses the captured cube environment without correcting the hit point against the room.
Feeds a parallax-corrected normal into the same PMREM environment node.
The probe captures the room once, then both materials read the same filtered environment.
No frame sample yet.
Derived from the pinned BPCEM example: CubeCamera → PMREM → getParallaxCorrectNormal() → MeshStandardNodeMaterial. Add ?forceWebGL=1 for the explicit WebGL2 compatibility lane. This lab uses deterministic procedural room textures and a bounded 128² target; exact official assets, Inspector/Stats presentation, pixel parity, broad device matrices, and whole-example fidelity remain separate.
Drag to orbit · change the room bounds · refresh the captured environment
Previous: texture gather →