Hi, I have a base material using world aligned textures and normal maps.
Here it is:
When the normal input is connected, the light from a dynamic spot light has a sharp cutoff.
Even when disabling the normal map in the material instance, using the plain blue 3vector, the light is still broken. When disconnecting the input completely and compiling the base material, it looks normal again:
Here are the settings in the material instance:
Is this a bug or is there something wrong with the base material?
Thanks for the reply. I used a UV mapped mesh and the same thing happened, and I have already checked the spotlight. I don’t think it happens if I create a new material instead of a material instance from that base material, so I will try that instead. Thanks again.
I have the same issue here.
I just recreated the material in a new file and it worked
How did you do it? If you used the same material nodes, it should keep the same (not just because “being the same”, but because I also tried it with a very similar material).