So the lighting within this tunnel asset is behaving strangely, on the right side of the point light, it seems to be okay, on the right though, there’s the heavy shadow and also it seems to be at 45 degrees for some reason. No matter how I transform my UVs the lighting is always off by 45 degrees, and I can’t get even lighting across the texture.
For reference, this is part of an attempt with trim sheets (one shell pictured):
You’re normals are coming from a world position node ( ie world aligned )
Do you really need that, can you just turn if off?
This will be why you have the problem.
I don’t know if you coded that material yourself, or got it from the market, but very often in world aligned applications, the normals are calculated incorrectly.
Okay, good to know. I created this shader myself for vertex painting during my university project so understandable that I messed up somewhere
Which node is is it that you think may be causing the issue? The only world aligned part I can see is the “rain” effect which is a for panning a 3D noise texture.
Everything apart from the right of the point light looks okay, surely there shouldn’t be such a deep shadow there if the light is emitting in all directions?
It does look a lot better, I’ll admit So the problem is something in the way that I’m combining the normals for vertex painting then? As far as you can tell, have I used the wrong kind of node or something for normals?
So I put some more work into getting to the bottom of this and you absolutely put me on the right path with the normal maps.
Turns out that at some point, Unreal had imported some of my normal maps not as normals. So after going through and ensuring the were all set correctly as normals, with the right compressions, and SRGB off, everything works just fine!
(Why is it always one little option that wrecks things? )