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Description
Description
When the blue channel of an anisotropyTexture is set to zero, three.js seems to exhibit odd rendering behavior.

Maybe related to #25701 ?
anisotropyTexture looks like this. Both spheres are assigned a vertical direction (.5,1), left sphere has full aniso (blue 1.0), right sphere has zero (blue 0))

This issue can also be seen in the glTF Sample Asset AnisotropyBarnLamp. Notice the shading differences on the flat knob at the top, knurled ring grip at middle, and 3 shade screws at the bottom. Viewers both use the IBL Wide Street 01 from Poly Haven.

anisotropyBarnLamp's anisotropyStrength (blue channel):

Reproduction steps
- Go to https://threejs.org/editor/
- Drag-n-drop attached glTF.
- Set the Environment to MODELVIEWER.
Code
glTF material:
{
"name": "Copper",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.8,
0.25,
0.1,
1.0
],
"metallicFactor": 1,
"roughnessFactor": 0.2
},
"normalTexture": {
"index": 0
},
"extensions": {
"KHR_materials_anisotropy": {
"anisotropyStrength": 1.0,
"anisotropyTexture": {
"index": 1
}
}
}
}
Live example
Sample model using KHR_materials_anisotropy. Both spheres are in a single mesh, using same material, and the normalTexture is flat 128,128,255.
anisotropyTexture-v-Metalness.zip
Screenshots
No response
Version
r156
Device
Desktop
Browser
Chrome, Firefox
OS
Windows

