# Cannot light portions of object with point light

I am setting up a simple scene with only a single object, a truck, and a point light. It seems that regardless of where I put the light, the hood (among other portions) of the truck won't be lit. Here's an example:

My first thought was that it was a problem with the materials on the truck. But the material on the hood is the same as that on the top and sides, so I don't think that it is the issue.

I also replaced all of the materials with the default one (diffuse intensity 0.8 and specular intensity 0.5) to see just the contribution from lighting more clearly:

Is there some other reason that might be making it impossible to light certain portions of the object?

Other possibly relevant information: In the images above, the light is a bit above the driver's seat of the truck, but the problem remains even if it is directly on top of the hood. I have had better luck with Hemi lights, but would prefer to use point lights if possible. I am using Blender Internal rendering. I am also happy to post more images (the car rendered with shadeless textures, the actual blend file, etc) in the follow-up.

• Check the normals of the model – Duarte Farrajota Ramos Jan 3 '17 at 5:16
• Move your light away form the object to get better coverage... if you want your model to look better consider adding a very very big light source. Lighting cars is an art. See this link to get a few ideas: zacuto.com/how-to-light-a-car – user1853 Jan 3 '17 at 5:29
• @cegaton: Thanks for the suggestion. I tried moving the light away from the model and making it a bit brighter, but I still am unable to light the hood: example rendering here. – lambert Jan 3 '17 at 9:10
• @DuarteFarrajotaRamos No, I imported an obj file from Shapenet, so I can't be sure of its origin or how it was modeled. – lambert Jan 3 '17 at 22:58
• Taking a look at your model, it was clearly made in a CAD-like solid modeling or NURBS base software. It has very messy geometry and awful topology, there are sever normal and shading problems that cause these artifacts. I don't think there is any simple one-click-fix for this, other than manually cleaning up. Add an Edge-Split modifier to the whole car, then separate mesh by chunks with Ctrl+L > P > Selected, and recalculate normals afterwards. It seems to be producing some mild results, though it doesn't completely solve all problems – Duarte Farrajota Ramos Jan 4 '17 at 1:34