UberAreaLight suddenly not lighting some objects
sriesch
Posts: 4,243
I added an UberAreaLight to a few objects in my scene and it was working, but mysteriously after a few other changes that seem unrelated, it is no longer casting light onto some objects (although it still casts light onto others.) Any suggestions for what to check for possible reasons for this?

screenshot, UberAreaLight surfaces settings.png
320 x 972 - 47K
Post edited by sriesch on

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And here is a spot render showing that the light is working, it's lighting up the underside of the G, but not affecting the grey wall immediately behind it (which previously was lit up nicely.)
It's more likely to be a problem with the surface settings/shaders of the items NOT being lit than it is a problem with the light itself...
Can you post a screenshot of the what isn't being lit? Settings?
Here are surface settings for the dark grey building that isn't being lit.
I also temporarily tried putting a cube there and cranking up the area light a hundred times brighter, the cube lights fine, as you theorized it is somehow not affecting the building's surface.
And, I was able to track down the original building, which when loaded into the scene appears to be working normally. So I should be able to track down and transfer all the modified materials from one building to the other (the surface in question wasn't one of them) as a workaround, although I'm still curious what I might have done to break it.
(There are no differences that I can see in surface settings between the two.)
In theory, if you were using the Studio default shader on it...there's not a lot you could do that would cause it. But one of the other shaders...AoA or omnifreaker ones, it may be possible to make it invisible to certain things. The UberSurface line includes a couple of settings that could do it.
I don't think I used any other shaders, certainly not intentionally, but maybe I somehow applied one without realizing it. Hmm.