mandave98

Looking for any info or help regarding this, I could be wrong but it seems the meshes used from the Spine Skeleton Render component might have the wrong normal information, Causing the materials to act as if the light source is much farther below them than it actually is.

I have displayed the material on both the Render Component and a standard static mesh box, when moving a light source around the scene it is possible to see what is going on. Panning left or right works as expected, but moving the light up or down shows the issue.

https://gyazo.com/035592e9ff6fd1d60cabf4e6b63287ac

For ref, here is a masked material with no normal applied, and the 2nd is the world normal buffer- to better show the issue.
https://gyazo.com/301ad9abf21064fd08d5d409cb2d3191
https://gyazo.com/045b4b2f434815a9262614014966faf7

I found another post on here also referencing this issue (http://esotericsoftware.com/forum/UE4-Unreal-Light-Support-11900?p=53285&hilit=UE4#p53285), but the material fix shown inside does not actually solve the problem. (This edit does light the object better, but removes the ability to use any proper normals and does not 100% fix the light, just moves the problem around -This is with that fix posted https://gyazo.com/3fe111d7ab677b78a02622689fbb9233)

Thanks for any time.

---

Just an update, I ended up using -
https://gyazo.com/f2a33d25e534451e2402d5580aa15123
To temporarily resolve the issue, although it would still be great to get this looked at. Thanks!
mandave98
  • Beiträge: 1

badlogic

Thanks for reporting! We let UE4s ProceduralMeshComponent generate the normals. Could you let me know what UE version you are working with? I've created an issue here [ue4] Generated normals appear to be incorrect · #1377
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badlogic

Mario
  • Beiträge: 2013

badlogic

I've updated the code of SpineSkeletonRendererComponent to explicitely generate normals. I've also added a SpineLitNormalMaterial, which is a masked material to be used with light sources. I get the following result:

https://marioslab.io/uploads/screenshots/UE4Editor_gaJXeubMvf.png

You can find all of the above in the latest commit on the 3.8-beta branch.
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badlogic

Mario
  • Beiträge: 2013


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