#Mesh Appears Pitch Black During Animation Despite Being in Light Range

1 messages · Page 1 of 1 (latest)

mighty tendon
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I'm using the Built-in Render Pipeline. I have a large scale model that I want to be brought into range of an area light. The mesh lights up properly when brought into range in it's T-pose, but now that I have it in a prone animation, it is pitch black unless brought really close to the area light. I've tried playing around with a good deal of settings on the light, light settings, project settings, and mesh renderer to no avail. Does anybody know how I might fix this?

silk bone
#

Area lights don't light up dynamic meshes at all by themselves

silk bone
mighty tendon
silk bone
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(and reflection probes too)

#

With large meshes receiving lighting from probes, the light probe proxy volume component is designed to let them get locally varied lighting when they're likely to be in the presence of many probes at once

mighty tendon
silk bone
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The effect should be profound
Not receiving and lighting or only receiving scene's global ambient probe's lighting vs the light captred from the nearest probes' positions

timber vale