cassius Posted November 11, 2011 Share Posted November 11, 2011 Is there any way to prevent a sirectional light from penetrating walls and lighting up interior walls other than by rotating it? Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Josh Posted November 11, 2011 Share Posted November 11, 2011 Shadows? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted November 12, 2011 Share Posted November 12, 2011 i think i know where you're going with this Cassius... at least i think i do... i wondered the same thing... if... i made a boxed in structure, and placed the view inside the box... would the outside light leak in... or if made a hollowed out sphere... with just a single hole in it... would only the shaft of light that entered through the hole light up the interior of the sphere only where it touched... leaving the rest of the sphere totally dark... it seems as if it doesn't... ok... if we use the Leadwerks guardhouse.gmf as a common reference structure (instead of a box)... put one into a scene... in the editor... add an atmosphere... enable dynamic shadows (for the guardhouse)... go inside the guardhouse... you can see where the outside dir light "shined" in through the windows... but it seems that there's also an ambient light affecting the inside of the structure... the interior walls not in the "sunlight" seem exceptionally bright... i'm sure if i boarded up the windows, i wouldn't be able to make it totally dark inside... ok... so lets turn down the brightness in the atmosphere... just to see what the effect would be... not too bad... this is almost like i expected the interior to be lit... but now the outside is also dark... not exactly what it'd be like in the real lit world... ahhh, maybe good for moonlight shining in on those full moonlit nights is this what you are asking? --Mike Quote Link to comment Share on other sites More sharing options...
cassius Posted November 12, 2011 Author Share Posted November 12, 2011 U have a large castle in my level. inside some of the rooms one wall is very bright yet I have no interior lights pointing to that wall and there are no windows.While messing around with the directional light tryimg different light efffects I realized that it was the directional light penetrating the walls. By rotating the light I have now reduced it to an acceptable level......but it shouldnt BE. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted November 12, 2011 Share Posted November 12, 2011 i've also found that i can turn the intensity property of the guardhouse down when i'm inside the structure while keeping the outside lighting (atmosphere) up... this seems to give a more realistic interior lighting effect... but whenever the view moves outside, the intensity property will have to be set back up so the outside of the house will look properly lit with the outside lights... a lil trickery here and there seems to work... maybe even to the extent of having a separate interior mesh with the intensity set lower than the exterior mesh... also... the above technique seems to also work with Klepto's daynight addon... --Mike Quote Link to comment Share on other sites More sharing options...
cassius Posted November 12, 2011 Author Share Posted November 12, 2011 Good work Red usefull to know. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Richard Simpson Posted November 12, 2011 Share Posted November 12, 2011 I only get light leaking through if the mesh is single sided. Or do you mean its just coming through the edges of the rooms? If your mesh is a "full" model like the guardhouse, with interior and exterior walls, then then the light should only shine through the windows and doorways. Quote Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7. Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4 Link to comment Share on other sites More sharing options...
macklebee Posted November 12, 2011 Share Posted November 12, 2011 i think they are just referring to the fact that the ambient light inside should be different than the ambient light needed outside... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Josh Posted November 12, 2011 Share Posted November 12, 2011 U have a large castle in my level. inside some of the rooms one wall is very bright yet I have no interior lights pointing to that wall and there are no windows.While messing around with the directional light tryimg different light efffects I realized that it was the directional light penetrating the walls. By rotating the light I have now reduced it to an acceptable level......but it shouldnt BE. Maybe you have only a back-facing polygon, so there is nothing to cast a shadow and block the light? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
cassius Posted November 12, 2011 Author Share Posted November 12, 2011 Not sure what you mean.The room is backed by a courtyard wall with a tower and castle turrets.A shadow of the turrets can be seen on the lit interior wall. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Naughty Alien Posted November 12, 2011 Share Posted November 12, 2011 ..what i do is just affecting texture difuse color (attenuated down) for parts inside of an object(related to sun source), and its all working just fine...link that with sun source position/intensity and you can have very simple and handy way of controlling your interior ambient light..working nice for me.. Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted November 12, 2011 Share Posted November 12, 2011 The room is backed by a courtyard wall with a tower and castle turrets.A shadow of the turrets can be seen on the lit interior wall. That would tend to imply the wall is not casting a shadow (it's as if the wall is not there) as Josh is suggesting. Might be helpful to post a few screenshots just to make sure we are all clear on what the issue is. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
cassius Posted November 12, 2011 Author Share Posted November 12, 2011 I fixed it now I did what Naughty alien suggested.Thanks all. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Richard Simpson Posted November 12, 2011 Share Posted November 12, 2011 Just for reference if anyone comes to this post wondering what I meant... I made an image showing what I discussed a few posts above about using a mesh with interior + exterior walls. It shows how using just a single sided mesh doesnt cast the shadows properly with windows, but the mesh with 3d walls and windows does. This is using a directional light. Quote Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7. Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4 Link to comment Share on other sites More sharing options...
cassius Posted November 12, 2011 Author Share Posted November 12, 2011 My model does not have seperate inteior and exterior walls, just the one. I will have to change this and check it out. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Rick Posted November 13, 2011 Share Posted November 13, 2011 This was my problem when trying to simulate Minecraft lighting. The closer you come to blocking yourself in the darker it should get, but the ambient light messes that up. You can't really mess with the ambient lighting because you could potentially still see outside from inside your hole so it would still need to be bright outside, but dark inside. Is there a reason realistic lighting like that isn't out of the box and default in LE? Quote Link to comment Share on other sites More sharing options...
Naughty Alien Posted November 13, 2011 Share Posted November 13, 2011 Is there a reason realistic lighting like that isn't out of the box and default in LE? ..I believe so..but luckily, some simple workarounds can do just fine...as for example you just show Richard, apart from eventual 'bug' in LE for given example, rule is that never ever expose backface against light source..i mean, by default, such structure, geometry wise, is already wrong..also, i noticed that in cases like yours (backfaces exposed out), vital role plays polygon distribution and surface smoothing..I do not know have you did that, but if you didnt..give it a go.. Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted November 13, 2011 Share Posted November 13, 2011 Good illustration Richard. Just about anyone who has used 3DWS will have seen issues with light leakage or incorrect shadow casting due to problems with the way us beginners tend to construct of the geometry. Once these are understood it ceases to be an issue. Ambient light optimization is a separate thing but also necessary for accurate portrayal of reality. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Richard Simpson Posted November 13, 2011 Share Posted November 13, 2011 Thanks. Quote Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7. Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4 Link to comment Share on other sites More sharing options...
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