#Normal map not working with point light
7 messages · Page 1 of 1 (latest)
Have you generated the vertex tangents?
When you generate the icosphere mesh, call the icosphere.generate_tangents() method, then add it to the Assets<Mesh>.
That was what I missed too. Is that documented somewhere @winter delta?
@tulip ginkgo yeah, in StandardMaterial::normal_map_texture https://docs.rs/bevy/latest/bevy/pbr/struct.StandardMaterial.html#structfield.normal_map_texture
And... for people not reading the docs like me? 😂 Ok my bad I read that one way too fast 🙄
Yeah I wrote those line of doc after struggling with the same problem https://github.com/bevyengine/bevy/commit/4b1f6f4ebba92fc968124380d5a19e1d2500e2dd
the bevy pbr shader doesn't handle at all normal maps if a mesh doesn't have backed tangents. This is a pitfall (that I fell into) and needs to be documented.