I know the NodeMaterial system isn’t officially released yet, and is being implemented properly for the new WebGPU renderer, but that’s probably still a year away to be production ready (let alone being supported by major browsers).
I’ve posted a bug report that
mask doesn’t render correctly when using
MeshStandardNodeMaterial. It was answered that using
StandardNodeMaterial will fix it (which it does), but the
StandardNodeMaterial doesn’t seem to support a custom environment map. I’ve been using
MeshStandardNodeMaterial a while now coming from the normal material system where the default material is the PBR supported (none Node)
So what is the purpose of
MeshStandardNodeMaterial compared to
It was once investigated whether all built-in materials could be represented as node materials or not without breaking code.
MeshStandardNodeMaterial is such an experimental counterpart to
MeshStandardMaterial, see here.
The actual or original node material is
SpriteNodeMaterial) which is just a wrapper around the
The example webgl_materials_envmaps_pmrem_nodes shows how to use
StandardNodeMaterial with a HDR env map.
Thanks for the explanation! So the conclusion is that I shouldn’t use
MeshStandardNodeMaterial as it is considered experimental, if I can do the things I need using
Well, the entire node material system is experimental^^. But I would recommend to use
MeshStandardNodeMaterial was intended for a specific use case.
BTW: For the new
WebGPURenderer, node materials will be the standard.