Problem with reflected light

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.