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How to create reference renders to compare with a real time PBR shader

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Over one the three.js repo, we frequently get questions like this one: Too dark edges due to new IBL multi-scattering approach

In short, there's a person saying that the latest updates to our PBR shader have resulted in too dark edges:

Compared to the previous version from a few months ago:

Maybe they are correct - but it's pretty hard to decide when looking at a disembodied white sphere. 
Next in that post they link to a similar scene from BabylonJS. Well, that's just going in circles. 

I want to figure out a way …


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