# Why is the bottom of the mesh dark only when using VR preview?

**URL:** <https://forums.unrealengine.com/t/why-is-the-bottom-of-the-mesh-dark-only-when-using-vr-preview/1391687>\
**Category:** Architectural and Design Visualization\
**Tags:** unreal-engine, Rendering, Lighting, question\
**Created:** [November 15, 2023, 7:08am UTC](https://forums.unrealengine.com/t/why-is-the-bottom-of-the-mesh-dark-only-when-using-vr-preview/1391687 "2023-11-15T07:08:29Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![lhtvarjo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@lhtvarjo](https://forums.unrealengine.com/u/lhtvarjo)\
**Post date:** [December 4, 2023, 3:11am UTC](https://forums.unrealengine.com/t/why-is-the-bottom-of-the-mesh-dark-only-when-using-vr-preview/1391687/4 "2023-12-04T03:11:16Z")

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Thank you for your comment. I read your comment and have conducted various research. I’ll illustrate them.

First, I’ll show the outline of the model.

1 . I created the model using the “Virtual Reality template”. Then, I created new level using the “Basic”. The “Basic” level includes the following actors and they are set “movable” by default.

- DirectionalLight
- ExponentialHeightFog
- SkyAtomosphere
- SkyLight
- SM\_SkySphere
- VolumetricCloud

 ![1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/5/4/e54285715d574773d2cd802a1206b320501815cd.jpeg)

 ![3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/3/3/d33b42a1ba9e99deae3fe315dcab14035cca8851.png)

As an additional point, the “dynamic global illumination method” I use is Lumen, and I do not utilize “Hardware Ray Tracing”. These are the default settings. And, I’m using UE5.3.2.

2 . However, the “Basic” level’s sky looks dark and this problem has been pointed out in the following link:

> [@UE 5.1 VR Sky Atmosphere is black](https://forums.unrealengine.com/t/ue-5-1-vr-sky-atmosphere-is-black/692141):
>
> I’m trying to build my own VR level for a PC-based app in the new UE5.1 version, but the sky atmosphere is not working properly by default. This is what it looks like after adding all the components that were working for me in nonVR projects. The sky atmosphere is pitch black, as well as the lower hemisphere of the sky. I made sure that the directional light is set as atmospheric sunlight and the real-time capture of the skylight is enabled. I remember in the earlier 5.0.1 version th…

So, I changed some rendering settings.

- Project Settings \> Engine \> Rendering \> Support Sky Atmosphere Affecting Height Fog **[Check]**
- Project Settings \> Engine \> Rendering \> Forward Renderer \>Forward Shading **[Uncheck]**

 ![2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/0/2/30221c6604e69b4e2e1c6ab44b0f22f5e35b25f1.jpeg)

3 . After restarting the application, I created something like a building.

 ![4](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/5/2/a5228cb9e07e0e8d04d2a5015e96b5e3e7cc793a.png)

4 . After that, I previewed it, but the bottom of mesh looks dark. This problem only occurs during VR preview.

 ![5](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/3/2/b329c57b03363807c04a4d469076b39a35b14b7d.jpeg)

Second, I am wondering if it’s possible to use the “Forward Shading” feature during VR preview. Because I tried unchecking ‘Forward Shading’ and previewed it, I was able to see the same image on both screen of “outliner” and “VR preview”.Please refer to the attached image.

 ![6](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/5/4/b54e407e8480e9873c869e7f24445a94c0a2d9a7.jpeg)

I wish I could use “Forward Shading” during VR preview. If anyone has additional information, please feel free to share.

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