Davaris Posted August 31, 2010 Share Posted August 31, 2010 I was wondering if any pureLIGHT users have run into this problem. Is there a way to get around it? http://img163.imageshack.us/img163/3946/cactusring.png As you can see, some light appears around the base of this object. The object passes through the plane mesh to the other side of the plane. Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
Marleys Ghost Posted August 31, 2010 Share Posted August 31, 2010 Is it the same sort of Light leakage that we get in LE anyway? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Davaris Posted August 31, 2010 Author Share Posted August 31, 2010 Is it the same sort of Light leakage that we get in LE anyway? I just pushed the box a little through the plane and got the same result. Does this always happen when objects intersect? Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
Davaris Posted August 31, 2010 Author Share Posted August 31, 2010 I moved both the box and the cactus slightly above the plane and while the line went away with the box, I got the same result with the cactus. http://img821.imageshack.us/img821/8164/cactusring3.png EDIT: I just found the solution. I selected the cactus, pressed F4 to open its Properties and changed 'Block Light Sides' option to 'Both'. Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
Thomas Pittman Posted August 31, 2010 Share Posted August 31, 2010 Yeah as you found this is solved by making the mesh block light on both sides. Chapter 11 in the documentation goes into the exact details on how this works. The gist of the issue, is that by default only the front faces of a mesh block light. However in a lightmapper, rays are cast from the surface to the light. So the texels on the ground plane inside of the cactus are not blocked by the cactus, making them lit (normally not an issue as you can't see them). What can happen, is the texels that are right on the border of the cactus are partially lit from the inside and partially in shadow on the outside. Setting the mesh to block light on both sides will make the texels on the inside of the ground plane be in shadow as well preventing this light bleed. Quote pureLIGHT lead programmer Link to comment Share on other sites More sharing options...
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