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I'm trying to create a fake point light using a empty game object to have complete control of the color and shading. I get it to work pretty well using high-poly geometry by calculating the dot product of the surface normal and the position of the empty. So this is pretty much the effect I'm trying to create.

enter image description here

This is for a game project, so I want to use a normal map for performance reasons, but here things break down completely. When I move the empty around the light mask fills up with a linear gradient and the "light" direction seems wrong as well.

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Here's my normal map and my node setup. What am I doing wrong? Please help :)

enter image description here enter image description here

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    $\begingroup$ Your Image Texture Color Space should be set to Non-Color, not sRGB, but I wonder if your normal map colors are correct? $\endgroup$
    – moonboots
    Commented Oct 22, 2023 at 8:46
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    $\begingroup$ Yes, your Normal map colours seem off. Areas perpendicular to the surface should have a pink colour, not the angled ones as in your Normal. Try baking your Normal map again. $\endgroup$
    – Joachim
    Commented Oct 22, 2023 at 12:17
  • $\begingroup$ Ah, yes, it's been Non-Color, it's just annoying that Blender always resets it to sRGB whenever you change textures. I've tried so many different ways of creating the normal map, but it always ends up looking a bit off. I now tried taking an extra step and generating it in Substance designer and converted it to a World space normal map and now it seem to work. Thanks guys! $\endgroup$
    – hurmeli
    Commented Oct 22, 2023 at 14:55

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For a normal map your Image Texture color space should be set to Non-Color, not sRG.

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