This constructor creates a new PMREMGenerator.
Generates a PMREM from an cubemap texture, which can be either LDR or HDR. The ideal input cube size is 256 x 256, as this matches best with the 256 x 256 cubemap output. The smallest supported cube size is 16 x 16.
Optional
renderTarget: null | WebGLRenderTarget<Texture>Generates a PMREM from an equirectangular texture, which can be either LDR or HDR. The ideal input image size is 1k (1024 x 512), as this matches best with the 256 x 256 cubemap output. The smallest supported equirectangular image size is 64 x 32.
Optional
renderTarget: null | WebGLRenderTarget<Texture>Generates a PMREM from a supplied Scene, which can be faster than using an image if networking bandwidth is low
The given scene.
Optional
sigma: numberSpecifies a blur radius in radians to be applied to the scene before PMREM generation. Default 0
.
Optional
near: numberThe near plane value. Default 0.1
.
Optional
far: numberThe far plane value. Default 100
.
This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture.
Remarks
This allows different levels of blur to be quickly accessed based on material roughness Unlike a traditional mipmap chain, it only goes down to the LOD_MIN level (above), and then creates extra even more filtered 'mips' at the same LOD_MIN resolution, associated with higher roughness levels In this way we maintain resolution to smoothly interpolate diffuse lighting while limiting sampling computation.
See