WebGLRenderer: Fix specular occlusion for smooth metals #32107
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Related issue: #32097
Description
Fixes over-darkening of smooth metallic surfaces in occluded areas by gradually disabling specular occlusion for low roughness values (< 0.1). Previously, the specular occlusion formula was too aggressive on mirror-like surfaces, causing them to go black in occluded areas. This is physically incorrect since smooth surfaces have highly directional reflections that are less affected by local geometry occlusion. The fix uses a smoothstep to blend between full specular occlusion (roughness ≥ 0.1) and no occlusion (roughness ≤ 0.01), following Filament's approach. Also clarifies in comments that multi-bounce AO is a diffuse-only effect (the implementation was already correct).
https://raw.githack.com/mrdoob/three.js/multibounce-ao-simple/examples/index.html