Per pixel shading turns the UberEnvironment sphere black
![Tim N](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/userpics/703/nBC11CYT43BOO.jpg)
When I turn on the new per-pixel-shading option (Edit > Preferences > Interface) the UberEnvironment sphere in my scene turns black. This makes it difficult to rotate the sphere to the set the lighting direction.
These images illustrate the problem. Any suggestions?
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/f1/2dcbca9099fb6ae124a86d86a93064.jpg)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/f1/2dcbca9099fb6ae124a86d86a93064.jpg)
screen2.jpg
822 x 851 - 71K
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/21/5b07d976f3be68d4b497ec1354fe15.jpg)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/21/5b07d976f3be68d4b497ec1354fe15.jpg)
screen1.jpg
822 x 851 - 71K
Comments
Ahh, is that what did it? I don't think I used an UberEnv in latest DS release until after turning on that option! :)
as a guess I think this is due to the normal pointing inward and nothing to be concerned with. The sphere is only for reference and plays no part in the lighting.
I have noticed Per Pixel turns most dome and sphere lighting off in the viewport, they work just fine but it's impossible to set them up as you can not see them any longer.
Sorry to revive an old thread...
I have the same problem, how can I solve it?
I do many animations in the "preview" mode and the "per pixel shader" helps out a lot when I have to see how the reflections look on a char.
That is due to the mesh normals pointing outward. To change that you need to use the Geometry Editor Tool and select the whole sphere and reverse the normals.
The problem is that this happens on a "hair" model.
It will work on it too?
It will work on any mesh as fair as I am aware.