THREE.JS / FOUNDATIONS — ENVIRONMENT LIGHTING
Six faces, many surfaces.
Keep the PMREM cubemap pipeline visible: deterministic six-face input, CubeUV convolution, a roughness/metalness physical-material grid, and explicit source/derived-resource ownership.
Initializing PMREM cubemapWebGL2
Preparing six faces and the filtered environment.
Study issue
- BACKEND
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- SOURCE
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- PMREM
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- GRID
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- BLUR
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- SAMPLE
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- BUILDS
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Environment controlsCUBEMAP / CUBEUV / PBR
PMREM cubemap contract
A six-face cubemap becomes a roughness-aware CubeUV environment through PMREMGenerator.fromCubemap(); the derived target can outlive the source and is consumed by physical materials.
Derived from the official WebGL PMREM Cubemap example, pinned source, PMREMGenerator, and MeshPhysicalMaterial contracts. This bounded study does not claim whole-example fidelity.