Когда использовать
Apply a scanned PBR texture set with correct map semantics instead of using one image for every channel.
Решения для реализации
- Use sRGB for diffuse/base-color maps and NoColorSpace for normal, roughness, metalness and AO.
- Choose the OpenGL normal map for Three.js; do not silently substitute a DirectX normal without flipping its Y channel.
- Keep roughness and metalness maps independent. A grayscale roughness preview is not a color texture.
- Preserve texture scale and repeat when moving from a sample sphere to the project geometry. Add sufficient UVs and subdivisions before displacement.
Как проверить результат
- Roughness affects highlights rather than base color.
- Metalness and dielectric regions respond differently under the same HDRI.
- Seams and texture scale are checked on the destination mesh.