I have created the glb model of a candle in Blender, and when using it in my R3f project, the reflection of the environment on its surface appears to be stretched in the y-axis. I’m not sure what the issue is. Can anyone help me out on this?
i think that is how surfaces behave, and in the real world as well. i’m not sure if you can influence reflections with model uvs (?)
same happens with a generic cylindergeometry
Yes thanks for the help, you are right, I have observed a few real objects around me, and they behave in the same way, but the Reflection on my cylinder is not as clear as yours, it looks like there is a line running from top to bottom, can it some geometry issue?
Have you made sure, that your environment has an aspect ratio (width:height) of exactly 2:1 ?
If its not exactly 2:1, any missing pixels are substituted by black, which may (will) show as a seam.
brown_photostudio_04_1k.hdr (1.6 MB)
yes, currently i am using this hdr file as an environment, which i belive is of 2:1 ratio