How to tell a mesh to ignore the angle of the light that is lighting it?

I’ve created a spiral in blender and exported it to unreal. Here is what it looks like in unreal:

The problem I am having is in my scene is some of the polygons are receiving less light causing them to appear more dark by my light sources. I’m assuming this is because of the angle of the light:

As you can see if I move the light down now these polygons are much brighter than the others:

In both cases these cause unwanted lines of dark/light polygons that break immersion.

How can I fix this problem? If I could tell the mesh to be lit by only factoring in the distance of the light hitting it and not the angle of the polygon I am sure this will fix the issue!

Thank you very much for your time! :slight_smile:

One solution would be to change the Normals of the mesh itself in your 3D modelling software. If you change the Normals to face the same direction as your larger faces, it should shade smoothly just like the others.

If you use blender, maybe this could help. Normal Edit Modifier — Blender Manual

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