As the title says, I have a problem with a helmet model that sits around the player camera.
The problem: When the player faces away from the sun, the sun reflects on the metallic inside of the helmets front, as if the light passes right through the backside and hits the front.
To simplify the issue, I made a 25cm Sphere in max and gave it an outwards shell thickness of 5 cm and a simple material with metal=1 and rough = 0,1. The sun still goes through it and lights up the front of the
inside of the sphere.
Additionally the normal map details of my material all light up as well if the normal detail faces the sun. It is as if lighting completely ignores the occlusion of the helmet.
The light only stops shining through if I make the shell of the sphere <12 cm thick. That is far to thick for a realistic futuristic helmet like the one I´m working with. The objects cast regular shadows on the ground and it is darker inside the helmet, so the light does not completely go through, it is just the sun highlight and normal details that get lit as if the helmet had no backside and was just open towards the sun. I tried turning off the different lighting components like atmospheric fog, skylight, directionla light, sphere reflection capture etc. The Issue seems not to be related to a single lighting component.
Settings: My directional and sky lights set to movable and distance fields are turned on.
The normals are all facing the right direction.
The Mesh is twosided and about 1-2 cm thick. The problem still exists on 10 cm thick meshes.
“Shadow two sided” is checked in the static mesh component settings.
The Material of the helmet is set to Two sided and is a medium rough metal.