Sharp highlights expose capture direction and source detail.
- material
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- map
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A raw dynamic cube is a capture. A PMREM is a roughness-aware lighting representation. Compare the source, the prefilter path, and the material response without hiding the generated target.
Creating a raw cube capture and PMREM comparison.
CubeCamera writes the raw source before any PMREM processing.
PMREM stores filtered radiance in a CubeUV layout with extra roughness levels.
PMREM generation is a target-producing operation; dispose old output before rebuilding to avoid retaining GPU resources.
CubeCamera → raw CubeTexture → raw sampling OR PMREMGenerator → CubeUV roughness levels → PBR materials
Raw cube mipmaps are ordinary texture levels. PMREM adds GGX-aware filtered levels for physically based image-based lighting; switching the pipeline changes the sampled representation, not the captured scene.
Compare texture color and sampler policy next →LAB 126 / ENVIRONMENT FILTERING + PMREM