Hi. Any thoughts on what is happening here? See how the light doesn’t hit the table properly - it is offset to the right? This is a photogrammetry scan I put tidied up in Blender. No problem with other surfaces. Just this one. Normals seem fine and the effect happens with nanite both active and not. Any thoughts? I’m using Lumen in 5.3 preview with ray tracing etc on full blast.
Huh, I’ve never seen that before. I’d first check what the path-tracer is saying, to see if it’s a material error or a lighting error.
Thanks for your suggestion. I changed view mode to path tracing but I don’t know what I’m looking for tbh.
Hey there! Ah, the joys of photogrammetry and Blender, am I right? It’s tricky to diagnose the issue without seeing the project file, but I’ve faced something similar before. If you say the normals are fine, then my next suspicion would be UV mapping. Sometimes, things get a little skewed there, especially after tidying up a scan. If you haven’t already, I’d recommend checking your UV layout to make sure everything is as it should be.
Also, since you mentioned you’re using Lumen in Unreal Engine 5.3 preview, keep in mind that being a preview, it could be a little buggy. You might want to revert to a stable version and see if the issue persists.
Lastly, consider checking the material properties. Sometimes, weird light behavior can result from incorrect settings there.
Hope this helps you troubleshoot the issue! Good luck!
Thanks for your suggestions. I had a good look at the material and the problem was being caused by the normal scaling. No idea why this would cause the problem but keeping the scale around the standard amount corrected the issue.
And yes, cleaning photogrammetry scans in Blender! What a herculean struggle that has been. Pretty sure I’ve got a good workflow now but not without many moons of effort!