Dynamic Light Acting Weird

Hello!

I think I got a simple problem, though I can’t find the simple answer or logic behind it.

Here is the table with low poly stuff over it I have with top view look, and a point light right on top of it. All is cool about the light right now.

Now, when I get the point light towards the bottom right corner, the light does not completely move. It actually tries its best to stay at middle, and hell, even refuses to light the corner as it can be seen slightly.

The only solution I could find is, increase the vertices heavily on the table. But then the dynamic light tries its best to NOT light edges.

Can anyone please light me up about how the dynamic lights actually work on such small meshes? Because I dont seem to be able to figure out. :<

Thank you!

Try moving the light in Top view, or move the light in X and Y axis only.

Thank you for the answer my friend, but there is nothing wrong about how I move the light. I am already moving the light on X and Y axis only, and as you see on the second screen, the brightest part, is not where the lightbulb is, rather it looks like it is attracted to the center of the mesh and refusing to let it go.

Here is my mesh, not sure if it is helpful…

Oh, it looks like a smoothing group problem. I think the whole table surface has a single smoothing group so the normals act like a sphere. You’ll need to re-apply smoothing groups in your modeling software.

Ah I understand, though I have zero clue about what the smoothing groups did until now, as I only thought it made stuff look prettier on 3dsmax so I used only one smoothing group all the time. Can you tell me how should I arrenge them? Should I do each side of the table different smoothing group? Like top one, left one, right one, bottom one, each one different etc?

Thank you!

I just tried what I asked and it worked, though can you please confirm if this is how smoothing groups should be? Thank you again. :slight_smile:

If you are using Max go into polygon mode and select all of the faces. Then scroll down the panel on the right side until you find Smoothing Groups and hit Auto. It will separate every face with the set angle(45 by default) into a different group, and the default settings should do the job for this. You’ll need to experiment yourself for more complicated meshes.

Got it all worked, thank you for your time!