Two studies. One argument: make the most of what is already there.
01 / THE HEROSpend the budget selectively.
A single, textureless draw builds the faceted world. The hero gets the expensive material path: GGX, layered surfaces, clearcoat and a real six-face reflection capture.
The cube skips the hero, updates on scene changes and uses bounded angular sampling plus mipmaps. It is not ray tracing or exact GGX preconvolution.
02 / MATERIAL RESCUEKeep the form. Recover the feeling.
The supplied geometry stays intact. Surface gradients, roughness variation, oxide, worn paint and filtered micro-detail give it another life. Compare both paths under the same camera and light.
Suggested relief changes shading, not silhouettes. Image-derived maps remain editable hypotheses, not measured physical properties.
One WebGL 2 context. No framework. No remote assets. Explore flowing light and woven color in two interactive studies.