I made a 1x1 quad with a surface appearance on it with just some normals.
When I scale this quad, the lighting completely flips randomly.
I’ve included a test place.
normalBugReport.rbxl (56.7 KB)
Expected behavior
The quad should look the same no matter what the scale is.
Note: This is not the new edit mesh stuff, this is just a regular ol’ quad meshpart.
Thanks for the report! Just to confirm, we have a ticket for this in our internal database.
I’m no longer seeing this issue occur when scaling a quad but simply rotating it seems to affect lighting in the same way
The issue around scaling breaking normal maps should have been resolved. We are tracking the issue with rotations affecting lighting on normal mapped surfaces separately and will have a fix for this coming soon.