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How fix brightness or shade or light wheel


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Specular lighting works off the angle of the normals in the mesh, the reason it appears flat is because it's facing a different direction than in the first image.

You can increase the material brightness to give it a brighter base lighting, but it won't change how the specular lighting shows - this relies on your normals.

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7 minutes ago, Tut said:

Specular lighting works off the angle of the normals in the mesh, the reason it appears flat is because it's facing a different direction than in the first image.

You can increase the material brightness to give it a brighter base lighting, but it won't change how the specular lighting shows - this relies on your normals.

I know this, but how to make them the same 

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Posted (edited)

Are those 2 screenshots using the same model? You would have to create a custom lighting shader without angle bias.

Edited by Tut
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