![GLTF2Loader default material should now be MeshStandardMaterial · Issue #11797 · mrdoob/three.js · GitHub GLTF2Loader default material should now be MeshStandardMaterial · Issue #11797 · mrdoob/three.js · GitHub](https://user-images.githubusercontent.com/1000017/28386068-6d708374-6c98-11e7-9978-6c46ae868300.png)
GLTF2Loader default material should now be MeshStandardMaterial · Issue #11797 · mrdoob/three.js · GitHub
Ambient light brightes metal materials with high roughness · Issue #17253 · mrdoob/three.js · GitHub
![Three.js on X: "Bottom spheres are now more "visually descriptive" 🤓 https://t.co/tVcQ2jYaFv https://t.co/EYXwlvgg0Y" / X Three.js on X: "Bottom spheres are now more "visually descriptive" 🤓 https://t.co/tVcQ2jYaFv https://t.co/EYXwlvgg0Y" / X](https://pbs.twimg.com/media/EBdm9kqVUAAw4FZ.jpg:large)
Three.js on X: "Bottom spheres are now more "visually descriptive" 🤓 https://t.co/tVcQ2jYaFv https://t.co/EYXwlvgg0Y" / X
![jordan santell on X: "very proud of getting this working after being in way over my head reading papers & formulas -- PR for three.js that preserves energy for indirect specular via jordan santell on X: "very proud of getting this working after being in way over my head reading papers & formulas -- PR for three.js that preserves energy for indirect specular via](https://pbs.twimg.com/media/DyAr129UYAA8NL3.jpg)