i have a problems with shadows on my meshes.
While in many cases, the culprits are either improper set up UV maps or insufficient lightmap resolutions, in this case it seems to be the material setup that detroys the lighting.
Somehow pointlights look sort of like spotlights. They only cast light onto the mesh on one hemisphere:
If I put another material (just a simple color) onto the mesh, the lighting behaves as expected:
So it must be the material, but what is wrong with it
Here is how its set up:
There is a function that blends textured, based on a RGBA mask. The individual channels can also be “disabled” and replaced by a defaul color.
This function is used in the material to create the diffuse and normal maps:
And finally, on instance level, I assign some decent textures:
… and that instance is what finally goes onto the mesh.
Has anyone an idea what is going wrong with the lighting here?
(Note: Lighting was built as “production”)