Hi all. I’m having an issue with light reflections. The problem is that the reflection (green light on solar panel) is fixed in space. In other words, if I translate the satellite model back and forth, the light on the panel does not move with it even though the light source is coming from the model. It’s a little hard to see, but each corner of the solar panels has a green spot light affixed to it. What’s stranger is that I can remove the light sources from the scene, but the reflected light remains on subsequent plays. Can anyone help explain what’s going on and how I can remedy? I don’t want the reflected light gone, just not static in the scene. Thanks.
This light behavior is intended. If you would like to get some greenish glitter on your solar panels, a better solution would be to create a custom shader which would transform a multiplied metalness mask based on the view vector. You can also plug a green metallic noise texture in the standard shader metalness slot as a quick solution.
As for the green lights on the corners of the solar panels; remove the spotlights altogether, and instead, boost their emissive material values. This, in conjunction with bloom should give you a convincing result.
Hi. Thanks for your reply. Can you explain a little what you mean by “the light behavior is intended”? It seems counter-intuitive to the expected behavior (i.e. the projected light should move with the moving source of the light).
Thanks.