Godot Lighing Bug?

Godot Version

4.5.1

Question

Below is the lighting bug,

for some reason the lighting doesn’t show up on the top of this table, both the omiLight and the spot light doesn’t seem to have an affect

even disabling the world environment doesn’t work

the bottom of the table lights up correctly but the top is pitch black no mattre what

Check your vertex normals on the table (and maybe other meshes) to make sure they are all facing outwards and are not inverted.

If you go to the top right of the viewport and to hit the … where you might see the word Perspective in a box, go to Advanced Display… and choose the Normal Buffer viewmode, the color you see on the top of the table surface should match the one you see like on the floor, if not then your mesh has flipped faces.

Looks like the table legs are also, probably part of the same inverted mesh.

EDIT: Sometimes I’ve seen inverted meshes do this (like a scale of (-1, 1, 1), etc), but the rendering should take care of that kind of transform, but something to look at if the above isn’t the case.

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tried out your help with the table, but this did not work, something is def wrong with the table though as in the mesh view it is flipped upside down

That wasn’t to fix the issue, just show it in the viewmode, you can see there the floor is green and the top of the table is burgundy, basically the table is inverted, not sure if it’s the mesh itself from where you exported the asset from, or in the mesh settings.

You show below it’s upside down in the mesh instance, I’d check first that when you export this mesh from your modelling app (Blender, etc) make sure there are no transforms on the object before you export it. You can compare the different meshes, like the TV, that seem fine in Godot, to see if in your modelling app you see anything different that might cause it, which could be some transform issue, or a modifier, or even if the meshes in the modelling app are parented to another node which is flipped.

You could also check the Transform details for that MeshInstance3D node and see if it’s flipped there, but I think it’s it the source file, but the other ones don’t seem to have that issue so I think it’s in the source .fbx or however you are getting those meshes in.

Its all good, iv decided to just remake the entire table model, thanks for your help so far :slight_smile:

2 Likes

The new one looks good !
and seems like you maybe scaled the table mesh in -x axis soo maybe some glitch happened