PBR material looks too shiny in three.js

Comparing different rendering engines does not always work as expected since shaders are implemented differently. Even when using the same environment map, lighting can vary quite noticeable.

One way to tweak the final visual appearance is modulating WebGLRenderer.toneMappingExposure. When using ACESFilmicToneMapping in the latest release (r118), a value of 0.5 or 0.75 maybe fits better to your use case.

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