Some meshes not rendered on lighmaterial but rendered with unshaded

Hi, I am adding some meshes for a human face. My problem is that when I set the materials as unshaded I can see the whole shape of the human face. The FaceCullMode of the material is off.

Here I left the code to add the meshes to the scene and the screenshots of how meshes are displayed depending on the material.

[java]public void fillRootNodeWithMeshes(Model3DSubFile model3dSubFile,CustomRanAccFile iffRandAccFile) throws IOException{
List<Mesh> meshList=IffUtils.createJme3MeshPartsListFrom3DSubfile(model3dSubFile, iffRandAccFile);

	Material mat = new Material(assetManager,
	          "Common/MatDefs/Light/Lighting.j3md");  // create
	mat.setBoolean("UseMaterialColors",true);    
    mat.setColor("Diffuse",ColorRGBA.White);  // minimum material color
    mat.setColor("Specular",ColorRGBA.White); // for shininess
    mat.setFloat("Shininess", 64f); // [1,128] for shininess*/
	
    /*Material mat= new Material(assetManager,"Common/MatDefs/Misc/Unshaded.j3md");
    mat.setColor("Color", ColorRGBA.Gray);*/
	
    mat.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Off);
	List&lt;Geometry&gt; geomList= new ArrayList&lt;Geometry&gt;();
	
	//Creates the Geometrys List
	int i=0;
	Geometry geom;
	for(Mesh mesh: meshList){
		geom=new Geometry("Part"+i,mesh);
		i+=1;
		geom.setMaterial(mat);
		geomList.add(geom);
	}
	
	//Create a node to manage all the parts as a group
	Node modelNode= new Node("Model3dNode");
	
	//Attach the Geometrys to the root node
	for(Geometry geometry: geomList){
		modelNode.attachChild(geometry);
	}
	
	System.out.println("modelNode world translation: "+modelNode.getWorldTranslation().toString());
	
	
	//Atach the Model3DNode to the rootNode
	rootNode.attachChild(modelNode);
	for(Spatial children: rootNode.getChildren()){
		System.out.println("rootNode children: "+children.getName());
	}
 
	
    System.out.println("fillRootNodeWithMeshes: "+rootNode.getChildren().toString());
}

[/java]

Do you have a light in your scene? How is it setup?

Does your mesh have normals?

I didn´t calculate the normals, the files from where i read the meshes doesn´t have them.

My lighst are set like this:

[java]DirectionalLight dl = new DirectionalLight();
DirectionalLight dl2= new DirectionalLight();
DirectionalLight dl3= new DirectionalLight();
dl.setDirection(new Vector3f(0, 0, -10));
dl2.setDirection(new Vector3f(0, -10, 0));
dl3.setDirection(new Vector3f(10, 0, 0));
dl.setColor(ColorRGBA.White.mult(1.3f));
dl2.setColor(ColorRGBA.White.mult(1.3f));
dl3.setColor(ColorRGBA.White.mult(1.3f));
rootNode.addLight(dl);
rootNode.addLight(dl2);
rootNode.addLight(dl3);
[/java]

What do you expect lighting to do without normals?

Also note: the scene is drawn once for each light and your scene is going to be extremely overlit. Are you sure you really want lighting at all?