Remove "halo" effect

Hello!
As you can see in the image there is a “halo” around the vase.
I tried to play with the position of the lights but I still get this “halo”.
Is there a way to remove it? Or maybe use a different light?

This is the code for the Mesh of the vase:

new THREE.MeshPhysicalMaterial( {
color: ‘#D18462’,
clearcoat: 1 ,
reflectivity: 0,
roughness:0.8,
side: THREE.DoubleSide,
envMap: refractionCube
} )

This is the code for the lights that I’m using:

var hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.8 );
hemiLight.position.set( 0, 600, 0 );
scene.add( hemiLight );

dirLight = new THREE.DirectionalLight( 0xffffff, 0.4 );
dirLight.position.set( 0, 4000, 3000 );
scene.add( dirLight );

dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 3048;
dirLight.shadow.mapSize.height = 3048;

var d = 1500;
dirLight.shadow.camera.left = -d;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = -d;
dirLight.shadow.camera.near = 40;
dirLight.shadow.camera.far = 10000;
dirLight.shadow.bias = 0.00001;
dirLight.shadow.darkness = 0.2;

Thanks :slight_smile:

If I understand correctly what you mean - try setting clearcoat to 0, or using MeshStandardMaterial instead of MeshPhysicalMaterial (and use reflection envMap instead of refraction. :sweat_smile: )

Thanks! I want that the vase will have a glossy effect so I need to use the clearcoat…I’m trying to remove or soften the halo around the vase.

And by halo, you mean the fresnel outline on the object?

Yes, exactly :slight_smile:

Unless you’re using a separate fresnel shader, this effect is caused by the envMap. Try lowering the brightness / value of the environment map image.

2 Likes

Thanks, reducing the envMapIntensity worked!