I’m playing with
THREE.WebGLCubeRenderTarget to capture surroundings in a given location and use such information to feed
So far I successfully used multiple
CubeCamera to do this in different locations and perform a spatial assignment to each mesh for correct reflections.
Everything works fine except indirect lighting is missing, so I had a look at the examples using
THREE.LightProbe for irradiance environment maps.
As far as I understood, I can build a LightProbe using
LightProbeGenerator.fromCubeRenderTarget from CubeCamera result and add it to the scene.
Although it is not clear to me if only one
LightProbe can be present in the scene, and it looks like there is no possibility to arrange multiple
LightProbe in the 3D space (it seems so).
So far I was able to compute sh coefficients for different locations, so my question is: is it possible somehow to apply these coefficients (or computed irradiance map) to a single mesh/material ?
Hope my question is clear