Scaling a quad randomly breaks lighting and normal mapping

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.

5 Likes

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 :upside_down_face: