Lighting Issue. HELP!

Hi everyone,

So I’m new to all this game making stuff and I’ve been playing around in my spare time trying to build a simple game and learn as I go. I’ve ran into many issues along the way and searched through the forums and used goggle to get most of the answers.

This time after searching for a few hours I thought I would make a post and see if anyone would be able to give me a hand.

The image attached illustrates my issue. I seem to get this lighting issue along the edges where two meshes meet. Its not happening everywhere though. Any help would be greatly appreciated :).

2608123--182865--Light bug..png

Looks to me like the normal or specular map isn’t ‘normalized’ across the entire mesh so it’s causing the highlight of the light to stop abruptly.
Mind you I haven’t experienced this in Unity - but have seen similar issues in 3D.
Care to share images of all the supporting maps for the street, excluding albedo? Can probably take a look at those and see if it is causing the anomaly or if it’s something else.

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Could also be a break in reflection probes. If you enable the deferred rendering path does the artifact go away?

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I have an albedo and normal map but no specular for the material at this point. You can see those below. Thanks for the reply.

2609201--182948--Road_Maps.png

bgolus my setup is in deferred rendering already. If I switch to Forward that dosnt seem to make a difference either. Cheers

Try using the Frame Debugger. Step through the scene until you see it rendering the street into the gbuffers then change the displayed render target from RT0 to RT2. This should be the world normals gbuffer. What you should see is a consistent coloring from one surface to another. If you’re seeing a hard break between geometry it means the normals on the geometry are likely the culprit.

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I tried the Frame Debugger and had smooth consistent coloring over the street mesh on RT0-2 but on RT3 (Emission/ Indirect lighting?) I have the issue. Thanks for the suggestion bgolus, It seems like I’m moving in the right direction at least.

That leads me back to my initial thought of it being reflection probe related, though deferred rendering should be blending between them.

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Right now I only have two in the scene and they don’t overlap anywhere near this point. Should I have them setup differently?