this is in 2019
i was porting one of my maya shaders over and noticed some weird shit so i built a simple example.
as you can see, the light is lighting going in the wrong direction .. as far as i know I've not done anything weird - the lighting calculation in the graph is pictured below (i'm aware it should really be called NdotL but that doesn't make any difference to the numbers)
what's going on here and can i fix it?
same graph loaded in maya
Replies
Inane question, but is the shader interpreting it as a point light?
If nothing else, you could invert the light vector.
Also, could it be axis handedness difference between Maya and Max?
I seem to remember that I can add a flag to tell the shader whether I'm in max or maya too but I'm leaning towards it being a bug
It emerges I'd imagined the application flags I mentioned above so I'm left having to add a tickbox to the shader UI and hoping the user notices it before I get moaned at.