So I've seen this issue pop up every now and then but I've known a proper fix for it.
Sometimes when I turn on "High Quality Rendering," then press 7 for viewport lighting, some faces on my mesh turn black.
Does it have to do with UVs? I've had something show up fine until I'd applied a unique UV sheet to it and then it goes black everywhere I was creating new UVs.
When I press 6 to show unlit it is not black. So I'm thinking it has something to do with the lights in high quality and the UVs.
I'm using Maya 2k9, 1 spot light, and 2 point lights.
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This issue has happened across multiple cards, here at home and at school. My machine uses a GTX275, at school they use some old ATI card. Same issue.
In the past, exporting and reimporting the object has fixed the issue, but I want to know if there is a way to avoid that pointless step.
Autodesk agrees, that's why Viewport 2.0 is being developed...
I tried applying another shader, fixed it. Tried applying another shader (different than the first and second), and it happens again.
It can't be anything complex with my shaders, because I'm just using Blinns with DIFF and NORM maps.
However, applying different shaders on it does seem to have adverse effects.
/shrug
I found that by freezing the transformations after negative scaling solve this problem!
Just be sure not to do your negative scaling on a group or you will have to unparent you mesh before freezing them to correct this problem.