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From freem


This conversation was exported from ChatGPT[1]

gpt-5-2[edit | edit source]

User: myabe my issue has to do with the blocks i used that it reflects off?[edit | edit source]

myabe my issue has to do with the blocks i used that it reflects off?

Assistant: Yeah — that’s actually very likely the issue 👍[edit | edit source]

Yeah — that’s actually very likely the issue 👍 Reflection problems almost always come from the blocks themselves, not the projectile or logic you’re testing.

Here are the most common ways blocks cause reflection bugs, so you can check which one matches what you’re seeing:

If your reflect math uses the surface normal:[edit | edit source]
  • Blocky / axis-aligned parts can give perfect 90° normals
  • Edges and corners can return unexpected normals
  • Some engines return (0,0,0) briefly on edge hits

🔎 Symptom:

  • Projectile reflects at weird angles
  • Sometimes reflects straight back or sideways

Fix ideas

  • Clamp or snap normals to axis directions
  • Ignore collisions where normal magnitude ≈ 0
  • Add a small bias away from the surface before reflecting
If the projectile:[edit | edit source]
  • Hits two faces at once
  • Or reflects and immediately re-collides

🔎 Symptom:

  • Infinite bouncing
  • Projectile sticks to the wall
  • Direction flips repeatedly

Fix ideas

  • Cooldown between reflections (even 1–2 frames)
  • Move projectile slightly along reflected direction after impact
  • Disable collision for a split second after reflect
In Roblox especially:[edit | edit source]
  • Union / Mesh / Scaled parts may have collision that doesn’t match visuals
  • Some parts are still treated as axis-aligned boxes

🔎 Symptom:

  • Reflects before touching
  • Reflects off “air”
  • Wrong angles on slanted-looking blocks

Fix ideas

  • Enable CollisionFidelity = PreciseConvexDecomposition
  • Test with simple Parts first
  • Avoid scaled parts for reflection tests
If reflection is based on velocity directly:[edit | edit source]
  • High speeds exaggerate errors
  • Floating-point drift builds up

🔎 Symptom:

  • Reflections get worse over time
  • Angle slowly “decays”

Fix ideas

  • Normalize direction before reflect
  • Reapply speed after reflection
If the block has logic like:[edit | edit source]
  • Touch events
  • Damage triggers
  • Force application

🔎 Symptom:

  • Reflection logic fires twice
  • Direction changes inconsistently

Fix ideas

  • Centralize reflect logic in ONE place
  • Ensure only projectile handles reflection
Try this:[edit | edit source]
  1. Replace all reflective blocks with plain default Parts
  2. Axis-aligned, no scaling
  3. Test reflection

If it suddenly works → 100% the blocks were the issue

If you want, tell me:

  • Roblox or another engine?
  • Are these Parts, MeshParts, or Unions?
  • Raycast-based reflection or Touch events?

I can pinpoint it fast once I know that.

User: oops, my problem is my light wont render in blender[edit | edit source]

oops, my problem is my light wont render in blender

Assistant: Ahhh got it 😄 — Blender moment.[edit | edit source]

Ahhh got it 😄 — Blender moment. No worries, this is a very common issue. Let’s narrow it down cleanly.

Here’s a quick checklist, top to bottom, that fixes ~90% of “light won’t render” problems in Blender:

Lights do not show in Solid view.[edit | edit source]

  • Press Z → Rendered
  • Or click the rightmost sphere icon (viewport shading)

🔎 If the light suddenly appears → that was it.

Lights behave differently depending on engine.[edit | edit source]

Check top-right:

  • Eevee → real-time, faster
  • Cycles → path-traced, physically accurate

⚠️ If you’re in Workbench, lights won’t render at all.

➡️ Switch to Eevee or Cycles

Lights can be disabled without you noticing.[edit | edit source]

Select the light → Outliner:

  • 👁️ (viewport) must be ON
  • 🎥 (camera icon) must be ON

If the camera icon is off → it won’t render.

Default strength is often invisible in real scenes.[edit | edit source]

Try this:

  • Point / Spot light → Strength: 1000–5000 W
  • Area light → 100–1000 W
  • Sun light → Strength: 1–5

Also check:

  • Light radius / size not massive
  • Light is close enough to the object

Your World might be too bright.[edit | edit source]

Go to:

  • World Properties
  • Lower Strength to 0–0.2

If the scene suddenly looks right → your world light was drowning it out.

If faces are inverted, they won’t light properly.[edit | edit source]

  • Select object
  • Edit Mode → A
  • Shift + N (Recalculate Normals)

Enable:

  • Overlay → Face Orientation
  • Blue = correct, Red = flipped

Check the material:[edit | edit source]

  • Not using Emission only
  • Roughness not 1.0
  • Color not pure black

Quick test:

  • Assign Principled BSDF
  • Base Color: gray
  • Roughness: 0.5

If using Eevee:[edit | edit source]

  • Enable Lights in viewport shading dropdown
  • Enable Shadows in Render Properties
  • Increase Shadow Cube Size (1024+)

If using Cycles:[edit | edit source]

  • Increase Light Bounces
  • Check Clamp Indirect Light isn’t too low
  • Try switching Device: GPU / CPU to test

Do this and tell me what happens:[edit | edit source]

  1. New file
  2. Add Cube
  3. Add Point Light
  4. Set Strength → 2000
  5. Switch to Rendered View
  6. Eevee or Cycles

If that works → your original scene has a setting conflict, not a Blender bug.

- Eevee or Cycles?[edit | edit source]
  • What type of light?
  • Blender version?
  • Does it show in viewport but not final render (F12)?

I’ll zero in on it immediately.

User: this is what it looks like[edit | edit source]

this is what it looks like

Assistant: Perfect — the screenshot helps a LOT.[edit | edit source]

Perfect — the screenshot helps a LOT. I can actually see the problem now, and it’s a classic Blender gotcha.

You are currently in Solid View, not Rendered View — and Solid View is set to ignore scene lights.[edit | edit source]

That’s why your Spot light exists, but it looks like it does nothing.

###[edit | edit source]

  1. Press Z
  2. Choose Rendered

OR click the rightmost sphere icon in the top-right of the viewport.

Your light will immediately appear.

If you want to stay in Solid View:[edit | edit source]
  1. Click the Solid View sphere
  2. Open the small dropdown next to it
  3. Under Lighting, change: - ❌ Studio - ✅ Scene Lights
  4. (Optional) Enable Scene World

Now Solid View will respect your Spot light.

Your Spot light scale is insane:[edit | edit source]

Scale:
X: 6
Y: 120
Z: 1
Dimensions:
Y: 249 m

Lights should NEVER be scaled — it causes weird behavior.

1. Select the Spot light[edit | edit source]
  1. Press Ctrl + A
  2. Apply Scale

Then adjust lighting using:

  • Power
  • Spot Size
  • Blend

Not scale.

- Switch to Rendered View[edit | edit source]

  • Set Spot light Power to 3000–8000 W
  • Make sure it’s pointing at the ground
  • World strength ≈ 0.1

You’ll see it immediately.

✔ Your light is fine[edit | edit source]

❌ Viewport mode is hiding it ❌ Light scale is breaking expected behavior

If you want, tell me:

  • Eevee or Cycles?
  • Is this for a game asset or a render?

I can tune the exact settings for your use case.

User: i know the render view, but remdering it doesnt work.[edit | edit source]

i know the render view, but remdering it doesnt work.

Assistant: Gotcha — thanks for the clarification.[edit | edit source]

Gotcha — thanks for the clarification. Since Rendered View works but the final render (F12) does not, that narrows it down a LOT. Based on your screenshot and Blender 5.0.1, this is almost certainly one of the following render-only exclusions.

I’ll go straight to the most likely causes, in order.

This is very easy to miss.[edit | edit source]

In the Outliner (top right), look at your Spot light:[edit | edit source]

You’ll see icons like:

  • 👁️ = viewport
  • 🎥 = render

➡️ Make sure the 🎥 camera icon is ON for the Spot light

If the camera icon is off:

  • Light shows in viewport
  • Does NOT appear in final render

This matches your symptom perfectly.

Workbench ignores lights completely.[edit | edit source]

- Go to Render Properties[edit | edit source]
  • Render Engine must be: - ✅ Eevee - or ✅ Cycles
  • ❌ NOT Workbench

Even if viewport is correct, F12 uses the render engine.

If you’re using View Layers:[edit | edit source]

  • Top right → ViewLayer
  • Make sure the light is in the active collection
  • Make sure that collection is enabled for rendering

Collections also have a 🎥 icon.

Your light has non-uniform scale, and Blender warns about it:[edit | edit source]

This can break spotlights in renders.

1. Select the Spot light[edit | edit source]
  1. Press Ctrl + A
  2. Apply Scale

Then:

  • Increase Power (try 5000–10000 W)
  • Adjust Spot Size, NOT scale

Do this in your SAME FILE:[edit | edit source]

  1. Shift + A → Light → Point Light
  2. Set Power = 5000
  3. Place it above the cubes
  4. Press F12
- ✅ If the new light renders → your Spot light settings are broken[edit | edit source]
  • ❌ If it doesn’t → render engine / collection / camera issue

Check these only if above fails:[edit | edit source]

- World Strength > 1.0 can flatten lighting[edit | edit source]
  • Set World Strength to 0.1
- Press Numpad 0[edit | edit source]
  • Make sure camera actually points at the lighted surface
- Disable Compositing[edit | edit source]
  • Render again

If it still doesn’t work, show me one of these:[edit | edit source]

  • Render Properties panel
  • Outliner (with camera icons visible)
  • The F12 render result

We’re past guessing now — this is a toggle or scale issue, not a Blender bug.

User: the outliner is fine, the scale is 1,1,1 and i'll test the light thing now[edit | edit source]

the outliner is fine, the scale is 1,1,1 and i'll test the light thing now

Assistant: Perfect — that rules out the two biggest traps 👍[edit | edit source]

Perfect — that rules out the two biggest traps 👍 If outliner is fine and scale is applied (1,1,1), then this comes down to a render-engine or light-type specific setting. Let’s lock it down cleanly.

I’ll give you a short, deterministic test so we know exactly where it’s breaking.

Go to Render Properties and do this exactly:[edit | edit source]

- Render Engine → Eevee[edit | edit source]
  • Disable Use Compositor
  • World Strength → 0.0
  • Add Point Light - Power: 5000
  • Press F12

👉 If this works → Eevee is fine

- Switch Render Engine → Cycles[edit | edit source]
  • Device: CPU (for test)
  • Light Bounces: - Total: 4
  • Same Point Light
  • Press F12

👉 If Cycles works but Eevee doesn’t → Eevee setting issue

Check these Eevee-only switches (very common):[edit | edit source]

- ✅ Lights[edit | edit source]
  • ✅ Shadows
  • ❌ Disable Soft Shadows (just for test)
  • Increase Shadow Cube Size → 1024

Also:

  • Viewport Shading dropdown → Enable Lights

Then it is NOT the light — it’s visibility.[edit | edit source]

Select one cube → Object Properties:[edit | edit source]
  • Visibility → Ray Visibility - ✅ Camera - ✅ Diffuse - ✅ Glossy

If Camera is unchecked, the object renders black/unlit.

If you used Geometry Nodes or modifiers earlier:[edit | edit source]

  • Disable Modifiers in Render
  • Apply modifiers temporarily
  • Re-render

Lights can appear in viewport but not affect GN geometry in render.

If you just want to confirm it’s a settings corruption:[edit | edit source]

  1. File → Append
  2. Append Object → Cube into a new file
  3. Add Point Light
  4. Render

If that works → your original scene has a bad render flag (rare but real)

Reply with just ONE of these and I’ll finish it:[edit | edit source]

  • “Eevee fails, Cycles works”
  • “Both fail”
  • “Point light works, Spot doesn’t”

At this point we’re 1 toggle away from the fix.

User: the new light didnt render[edit | edit source]

the new light didnt render

Assistant: Alright — this is actually very telling.[edit | edit source]

Alright — this is actually very telling. If a brand-new Point Light also doesn’t render, then this is not a light problem at all.

At this point, there are only a few things left that can cause all lights to fail in F12*. We’ll knock them out one by one, fast.

###[edit | edit source]

Even if viewport looks fine, F12 uses the render engine, not viewport.

👉 Go to Render Properties (camera icon) What does it say exactly?

It MUST be:

  • ✅ Eevee
  • or ✅ Cycles

If it says:

  • ❌ Workbench → lights will NEVER render

👉 Change it → press F12 again

Check this carefully:[edit | edit source]

Top right → ViewLayer Properties

  • Make sure Use Light is ✅ ON
  • Make sure Holdout is ❌ OFF
  • No overrides enabled

If Use Light is disabled:

  • All lights are ignored
  • Objects render flat / dark

This one causes exactly what you’re seeing.

Still in ViewLayer Properties:[edit | edit source]
  • Look for Material Override
  • If ANY material is set there → remove it

Overrides can ignore lighting entirely.

This one is sneaky but real.[edit | edit source]

Go to Render Properties → Color Management

  • View Transform: Filmic
  • Exposure: 0
  • Gamma: 1

If Exposure is like -10:

  • Everything renders black
  • Lights “don’t work”
Press Numpad 0[edit | edit source]

Then check Camera Properties:

  • Clip Start: 0.1
  • Clip End: 1000

If your scene is ~250m long (your screenshot shows that):

  • Clip End too low = nothing lit / visible

This is guaranteed to isolate it.[edit | edit source]

  1. File → New
  2. Choose General
  3. Do NOTHING
  4. Press F12
- You see a cube[edit | edit source]
  • You see lighting
  • You see shadows

👉 If this works: Your original file has a View Layer / Render setting override

👉 If this does NOT work: Your Blender install is broken (rare, but possible)

If I had to bet:[edit | edit source]

  1. Render Engine = Workbench
  2. View Layer → Use Light is off

Those two explain everything you’ve described.

When you press F12, what does the render look like?[edit | edit source]
  • Completely black?
  • Flat gray?
  • Visible geometry but no shading?

That answer pins it down instantly.

User: explian the soluion steps SPECIFICALLU[edit | edit source]

explian the soluion steps SPECIFICALLU

Assistant: Got it — I’ll explain that exact solution slowly, explicitly, and click-by-click, with no assumptions.[edit | edit source]

Got it — I’ll explain that exact solution slowly, explicitly, and click-by-click, with no assumptions.

We are ONLY fixing View Layer → Use Light.

If Use Light is OFF, Blender ignores every light in the scene during F12 renders, even brand-new ones.[edit | edit source]

Viewport can still look “okay”, which is why this is confusing.

###[edit | edit source]

  1. Look at the right-hand Properties panel
  2. Find the icons running vertically
  3. Click the icon that looks like two stacked photos - This is View Layer Properties

⚠️ Do NOT click Render Properties (camera icon) ⚠️ Do NOT click Object or World

1. Inside View Layer Properties, scroll down if needed[edit | edit source]
  1. Find a section labeled “Light”

You will see:

  • Use Light ☐ (checkbox)
  • Holdout ☐ (checkbox)
- ✅ CHECK → Use Light[edit | edit source]
  • ❌ UNCHECK → Holdout

This is the critical fix.

Still in View Layer Properties:[edit | edit source]
  1. Look for Material Override
  2. If there is ANY material listed there: - Click the X to clear it

Overrides can force flat / unlit renders.

1. Press F12[edit | edit source]
  1. Your lights should now appear immediately

- Light affects objects[edit | edit source]

  • Shadows appear
  • New lights work instantly
  • Spot / Point / Sun lights all render

- New lights don’t render[edit | edit source]

  • Old lights don’t render
  • Geometry visible but flat
  • Changing light power does nothing

This setting is usually disabled by:[edit | edit source]

  • View Layer duplication
  • Importing scenes
  • Geometry Nodes setups
  • Template files
  • Certain addons

Blender does not warn you when it’s off.

After you do this, tell me yes or no:[edit | edit source]

If not, we move to the next single toggle — but this one matches your symptoms exactly.

User: what's occlusion distance[edit | edit source]

what's occlusion distance

Assistant: Occlusion Distance is a light cutoff range — it tells Blender how far a light is allowed to affect objects.[edit | edit source]

Occlusion Distance is a light cutoff range — it tells Blender how far a light is allowed to affect objects.

If an object is farther than this distance, the light does nothing to it, even if the light is strong.

Think of it like this:[edit | edit source]

So if:

  • Your light is 50 m away
  • Occlusion Distance = 10 m ➡️ No lighting appears at all

This makes it look like lights are broken, when they’re actually just limited.

- Eevee only (Cycles ignores it)[edit | edit source]

  • Applies to Point, Spot, and Area lights
  • Often defaults to 0 (disabled) — but if it’s been set accidentally, it can break lighting

1. Select the light[edit | edit source]

  1. Go to Light Properties (💡 icon)
  2. Scroll down to Eevee
  3. Find Occlusion Distance

You’ll see:

  • 0.00 m → disabled (good for testing)
  • Any positive number → cutoff range

For testing:[edit | edit source]

  • Set Occlusion Distance = 0

For real scenes:

  • Small room: 10–30 m
  • Large scene: 100–500 m

| | |[edit | edit source]

| --- | --- | | | | | | | | | |

If:[edit | edit source]

  • New lights don’t render
  • Scale is correct
  • View Layer is correct
  • Engine is Eevee

Then Occlusion Distance ≠ 0 is one of the last remaining causes.

1. Select your Point Light[edit | edit source]

  1. Set Occlusion Distance = 0
  2. Press F12

If the light suddenly works — that was the issue.

If it still doesn’t, the next thing to check is camera clipping or material overrides, and we can do that step-by-step too.

User: OH its at 10 rn[edit | edit source]

OH its at 10 rn

Assistant: Yep — that’s it.[edit | edit source]

Yep — that’s it. That’s the whole problem. ✅ Your lights were being hard-cut off at 10 meters, so anything farther away got zero lighting, which makes it look like lights “don’t render”.

1. Select the light[edit | edit source]

  1. Go to Light Properties (💡 icon)
  2. Scroll to Eevee
  3. Find Occlusion Distance
  4. Change: - 10 m → 0 m

0 = disabled (infinite range)

  1. Press F12

Your light will render immediately.

- Your scene is huge (hundreds of meters — I saw ~249 m in your screenshot)[edit | edit source]

  • Eevee lights stop affecting anything past Occlusion Distance
  • Strength doesn’t matter once you’re outside that range

So even a 50000 W light does nothing past 10 m.

For large scenes:[edit | edit source]

  • 0 m → safest
  • or 200–500 m if you want performance savings

For small rooms:

  • 10–30 m is fine

Add a new Point Light → it will inherit 0 m by default now[edit | edit source]

Render → it works

Nice catch noticing that value — that one trips up even experienced Blender users. If you want, I can help you tune Eevee lighting for large-scale scenes so you don’t hit this again.

User: aaaaaaaaaaaaaand its still broken[edit | edit source]

aaaaaaaaaaaaaand its still broken

Assistant: Alright — deep breath 😄[edit | edit source]

Alright — deep breath 😄 Since Occlusion Distance wasn’t the final fix, we are now in “only 3 things left in Blender can cause this” territory. I’ll walk you through them one at a time, very specifically, and we will stop as soon as one works.

No guessing. No jumping.

🔴 STEP 1 — CONFIRM THE RENDER ENGINE (EXACTLY)[edit | edit source]

This sounds obvious, but it must be verified right now.

  1. On the right Properties panel
  2. Click the camera icon (Render Properties)
  3. At the very top, find Render Engine

👉 It MUST say Eevee or Cycles

  • ❌ If it says Workbench - Change it to Eevee - Press F12 - STOP HERE

Tell me if that fixes it.

🔴 STEP 2 — CAMERA CLIPPING (THIS MATCHES YOUR SCENE SCALE)[edit | edit source]

Your scene is HUNDREDS of meters wide. If the camera clip end is too small, lighting appears broken.

Do this EXACTLY:[edit | edit source]
  1. Press Numpad 0 (go into camera view)
  2. Select the Camera
  3. Click Camera Properties (📷 icon)
  4. Find Clipping
  5. Set: - Clip Start → 0.1 m - Clip End → 1000 m
  6. Press F12

👉 If lighting suddenly works: this was it.

🔴 STEP 3 — MATERIAL IS IGNORING LIGHT[edit | edit source]

This one causes “lights don’t work” even when everything else is correct.

Test with a guaranteed-good material:[edit | edit source]
  1. Select ONE cube
  2. Go to Material Properties
  3. Click New
  4. Make sure it is Principled BSDF
  5. Set: - Base Color → mid gray - Roughness → 0.5 - Emission → BLACK
  6. Press F12

👉 If that cube lights correctly, your old material was the issue.

🔴 STEP 4 — VIEW LAYER LIGHT OVERRIDE (FINAL KILL SWITCH)[edit | edit source]

You already checked this once, but we will hard-reset it.

  1. Click View Layer Properties (two stacked images icon)
  2. Under Light - ✅ Use Light - ❌ Holdout
  3. Under Overrides - Material Override = EMPTY

Press F12.

🔥 ABSOLUTE FINAL TEST (NO ESCAPE)[edit | edit source]

If it STILL fails, do this exactly:

  1. File → New → General
  2. Do NOT touch anything
  3. Press F12
Expected result:[edit | edit source]

A cube, lit, with shading.

  • ✅ If this works → your original file has a corrupted render setting
  • ❌ If this does NOT work → Blender install/config is broken

There is no other possibility at that point.

📌 I need ONE answer from you[edit | edit source]

Reply with only one of these:

  • “New file renders fine”
  • “New file is also broken”

That single sentence tells me exactly what to do next.

References[edit | edit source]

  1. "Block Reflection Issues". ChatGPT. Retrieved 2026-01-13.