fromScene( scene, sigma = 0, near = 0.1, far = 100, options = {} ) {

		const {
			size = 256,
			position = _origin,
		} = options;

		_oldTarget = this._renderer.getRenderTarget();
		_oldActiveCubeFace = this._renderer.getActiveCubeFace();
		_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
		_oldXrEnabled = this._renderer.xr.enabled;

		this._renderer.xr.enabled = false;

		this._setSize( size );

		const cubeUVRenderTarget = this._allocateTargets();
		cubeUVRenderTarget.depthBuffer = true;

		this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position );

		if ( sigma > 0 ) {

			this._blur( cubeUVRenderTarget, 0, 0, sigma );

		}

		this._applyPMREM( cubeUVRenderTarget );
		this._cleanup( cubeUVRenderTarget );

		return cubeUVRenderTarget;

	}
Generates a PMREM from a supplied Scene, which can be faster than using an
image if networking bandwidth is low. Optional sigma specifies a blur radius
in radians to be applied to the scene before PMREM generation. Optional near
and far planes ensure the scene is rendered in its entirety.

@param {Scene} scene - The scene to be captured.
@param {number} [sigma=0] - The blur radius in radians.
@param {number} [near=0.1] - The near plane distance.
@param {number} [far=100] - The far plane distance.
@param {Object} [options={}] - The configuration options.
@param {number} [options.size=256] - The texture size of the PMREM.
@param {Vector3} [options.renderTarget=origin] - The position of the internal cube camera that renders the scene.
@return {WebGLRenderTarget} The resulting PMREM.