Comments (2)
Isn't that just the envmap? Using the same hdr in Dragon Atteniation model in our gltf example:
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I think you are right and the envmap was in warm tones.
From Arnold
The color the specular reflection will be modulated with. Use this color to 'tint' the specular highlight. You should only use colored specular for certain metals, whereas non-metallic surfaces usually have a monochromatic specular color. Non-metallic surfaces normally do not have a colored specular.
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Related Issues (20)
- Add basic render engine example
- Default skybox sunPosition HOT 1
- PostProcessing cleanup HOT 1
- Add custom attributeMap
- Camera clear color should be in linear space HOT 1
- [v4] material receiveShadows is not used
- PCSS shadows are camera dependent
- Bring light.radius range from 0...shadowMapSize to 0..1
- Line thickness is viewport aspect ratio dependent
- [glTF] xmag and ymag in glTF loaders shouldn't be halved
- Adding hook to material breaks shadows of instanced geometry HOT 3
- Reduce online dependencies in examples HOT 2
- [glTF] alphaMode blend sets depthWrite to false in loaders HOT 1
- Add support for gain maps HOT 2
- Double pass transmission HOT 1
- Alpha blended transmission HOT 1
- Always use color for bloom source
- Transmission is black when IBL Reflection Probe is not present
- Double Pass Transmission grab texture has black artefacts at high lod when using normalTexture HOT 1
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