Strange shadowing with OmniLight3D on planar surfaces (possible bug?)
Asked Answered
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I'm encountering a strange issue when using an OmniLight3D near a planar surface (e.g., the ceiling and floor of the interior of a room) where the light abruptly ends in a line.

  • It occurs with a Diffuse Mode of Burley and Lambert
  • It occurs with and without textures applied
  • It occurs on the ceiling and floor
  • It does not occur with a Diffuse Mode of Lambert Wrap and Toon
  • It does not occur on the walls

I've tried configuring every setting I can think of without any luck, aside from changing the Diffuse Mode of the material which doesn't seem right.

Perhaps a bug? I didn't find anything in the list of Github issues, but it's hard to be certain with how many issues are filed.

Burley

Lambert

Lambert Wrap

Toon

Burley on a wall

Unscreened answered 1/3 at 1:10 Comment(0)
U
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Good news, everyone! I figured it out.

I had been exporting my meshes from Blender without tangents and I had disabled "Ensure Tangents" in Godot's import settings. I didn't think I needed tangents because I'm not doing any fancy normal mapping, but it seems they're required after all.

Unscreened answered 1/3 at 19:11 Comment(0)
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Unscreened I'm encountering a strange issue when using an OmniLight3D near a planar surface (e.g., the ceiling and floor of the interior of a room) where the light abruptly ends in a line.

I vaguely recall a similar problem, but I don't remember the solution anymore.

Can you share a problematic scene?

Illusage answered 1/3 at 11:58 Comment(0)
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Illusage

Someone else posted about the same issue here and you responded there, but there wasn't really a solution. It went away with using a different normal map but I'm using nothing but a simple albedo texture, and it occurs even without a texture (as you noted in your post).

When testing with a Godot-native BoxMesh there is no issue. It's only when using an imported mesh that it occurs. It seems like a bug to me.

I've attached a scene. Thanks for the help.

godot-testing.zip
3kB
Unscreened answered 1/3 at 16:52 Comment(0)
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Unscreened Someone else posted about the same issue here and you responded there

That means you're better at searching than I am. ๐Ÿ˜ƒ

How did you make the cube and can you post the source?

Illusage answered 1/3 at 18:2 Comment(0)
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Unscreened It went away with using a different normal map but I'm using nothing but a simple albedo texture, and it occurs even without a texture (as you noted in your post).

Try using a perfectly flat normalmap, doesn't have to be big in resolution. Could be just 32x32 px. See if that makes a difference. If it does, open an issue on the tracker.

Yahrzeit answered 1/3 at 18:50 Comment(0)
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1

Good news, everyone! I figured it out.

I had been exporting my meshes from Blender without tangents and I had disabled "Ensure Tangents" in Godot's import settings. I didn't think I needed tangents because I'm not doing any fancy normal mapping, but it seems they're required after all.

Unscreened answered 1/3 at 19:11 Comment(0)
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Unscreened This is very valuable information. ๐Ÿ‘๏ธ It may be worth marking this answer as "Best".

Illusage answered 2/3 at 11:42 Comment(0)
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Illusage

Sadly I cannot mark my own reply as Best Answer. ๐Ÿซ 

Unscreened answered 2/3 at 14:23 Comment(0)
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Unscreened This should now be fixed ๐Ÿ‘

Reichert answered 2/3 at 14:54 Comment(0)

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