Hi, using a standard shader, if metallic is off, my roof shows the lights underneath it, but with metallic on, the roof is opaque, but shiny like metal.
Tried both alpha white and black in Albedo image.
anyone…
I’d guess that it just catches the light from above, and if reflective, it just mirrors the sky or whatever your source of reflection is.
But why if I lower the metallic setting does the material start showing the lights underneith through the material?
that’s what i meant. I see a light above it, so in my understanding, this one is shining onto the roof. And if you turn up metallic to the max it only reflects the reflection source, so it looks like no light.
Edit: or is your roof onesided polyon wise? (if so, then that’s normal)
Pretty sure its a box with faces on each side, but I’ll check.
The problem is in part because it’s so thin. Your object’s normal map is making some pixel think they’re facing towards the light, so they’re being lit. The ones that aren’t being lit are being shadowed presumably by geometry on the bottom of the roof. The fix is to make the roof thicker.
Thank you for your reply.
Would you suggest using Unity’s auto function to generate normals, or do I have to open the object in a 3D application?
Sorry, I mis-typed there.
object material
The object is fine, this is just a common issue with normal mapping that usually goes unnoticed.
Materials have normal maps? I have a lot to learn, thought it was the geometry that had the only normal map. These materials were converted from legacy materials. The geometry and original materials are from an older Asset package.
Looks like it was anti-aliasing. turn it off, dots go away.
I must have destroyed the normals of the models whille trying to solve the white dot problem. I went back to the original models and they look and render fine.