We are working on a shoe project. To keep organized and so that we only have to maintain one version I have set up a master file with a negative scaling switch to create both left and right versions. I’m now noticing that when we use this toggle, the lighting direction appears to change, i.e. highlights that should appear on the top are now appearing on the bottom. The lights themselves are not part of the switching/flipping rig. This is obviously undesirable (and unexpected) behavior. Is there any way around this?
Might be worth turning on your vray normals render element to see if maya is flipping the normals of your mesh as it scales? See if the surfaces are the same colour and not wildly different as a hint if maya is doing something bad to the mesh!
Yeah, already checked those and they are not getting flipped. In any case I’d expect flipped normals to maybe affect some shading, but not lighting. And the lighting hotspots are getting flipped vertically when our model is being flipped horizontally. Makes no sense.
Can you show us some screenshots of the issue? Does it happen with a particular shader?
Actually, if it’s possible to share a (simplified version of a) scene, that would be tremendously helpful. There should be no changes to this aspect of lights in 3.x. Which leads me to my next question - what’s the vray and maya versions you’re using?
Sorry, never got back to you with this. False alarm -- due to the flipping shoe, we were getting confused with lighting on the left and right side, which tended to be from the top on one side and from the bottom on the other. Dumb mistake on our part in the rush of production -- no flipping actually occurring.
Good to know, thanks for the update.