Roland Posted April 9, 2012 Share Posted April 9, 2012 Little problem here. As you can see in the enclosed image the firepit light shines through the wall of the house. This scene is loaded in C++ from a sbx-file (where it also shines through the wall). Possible to avoid this. How? Thanks Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
cassius Posted April 9, 2012 Share Posted April 9, 2012 I just placed a firepit in a small hut model to check this. In my case the firepit does not show thru the wall . The walls in my hut are pretty thick though and your firepit seems to give off more light than mine. 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...
Roland Posted April 9, 2012 Author Share Posted April 9, 2012 Strange. My walls are 14 inch thick. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
diedir Posted April 9, 2012 Share Posted April 9, 2012 have you check if the "cullface = 0" in your wall.mat ? Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
Roland Posted April 9, 2012 Author Share Posted April 9, 2012 have you check if the "cullface = 0" in your wall.mat ? texture0="abstract::building1.dds" clamp0=0,0,0 texture1="abstract::urban_building1_nm.dds" clamp1=0,0,0 blend=0 depthmask=1 depthtest=1 overlay=0 zsort=1 cullface=0 castshadows=1 specular=0.699999988 bumpscale=1.39999998 gloss=0.500000000 shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap.frag" shadowshader="abstract::mesh_shadow.vert","" Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
Josh Posted April 9, 2012 Share Posted April 9, 2012 We need the scene to test, please. 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...
Roland Posted April 9, 2012 Author Share Posted April 9, 2012 Don't think its a bug in the engine. Seems to be something with my building although I cant figure out what. Here is a complete test scene. There is a wall and a simple building. The wall don't let the light through, The building does. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
Benton Posted April 9, 2012 Share Posted April 9, 2012 Are the normals ok? Like are there two of them flipped in opposite directions? Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
Roland Posted April 9, 2012 Author Share Posted April 9, 2012 Are the normals ok? Like are there two of them flipped in opposite directions? Normals seems OK Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
Benton Posted April 9, 2012 Share Posted April 9, 2012 Just loaded the scene, the light does indeed shine through the wall. I think it is the way your model is set up. The light seems to go through both walls. Eather it is the model or the material. The brick walls block the light, so maybe see how that material is different then your house material, and if they are the same and the light still shines through then it is your model. Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
Josh Posted April 9, 2012 Share Posted April 9, 2012 zsort=1? 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...
Naughty Alien Posted April 10, 2012 Share Posted April 10, 2012 ..if light source has disabled shadows casting, this may happen.. Quote Link to comment Share on other sites More sharing options...
Benton Posted April 10, 2012 Share Posted April 10, 2012 No I think it is the model... Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
Daimour Posted April 10, 2012 Share Posted April 10, 2012 Josh already said about "zsort". If set zsort=0 all works fine. Quote Link to comment Share on other sites More sharing options...
Roland Posted April 10, 2012 Author Share Posted April 10, 2012 Josh already said about "zsort". If set zsort=0 all works fine. Have you tested? zsort=0 does not solve the problem here By the way. What does exactly zsort do? texture0="abstract::building1.dds" clamp0=0,0,0 texture1="abstract::building1_nm.dds" clamp1=0,0,0 blend=0 depthmask=1 depthtest=1 overlay=0 zsort=0 cullface=0 castshadows=1 specular=0.699999988 bumpscale=1.39999998 gloss=0.500000000 shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap.frag" shadowshader="abstract::mesh_shadow.vert","" ..if light source has disabled shadows casting, this may happen.. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
Roland Posted April 10, 2012 Author Share Posted April 10, 2012 Just loaded the scene, the light does indeed shine through the wall. I think it is the way your model is set up. The light seems to go through both walls. Eather it is the model or the material. The brick walls block the light, so maybe see how that material is different then your house material, and if they are the same and the light still shines through then it is your model. ==== WALL texture0="abstract::stoneblocks08.dds" clamp0=0,0,0 texture1="abstract::stoneblocks08_normal.dds" clamp1=0,0,0 blend=0 depthmask=1 depthtest=1 overlay=0 zsort=0 cullface=1 castshadows=1 specular=0.100000001 bumpscale=0.699999988 gloss=0.800000012 shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap.frag" shadowshader="abstract::mesh_shadow.vert","" ==== BUILDING texture0="abstract::building1.dds" clamp0=0,0,0 texture1="abstract::building1_nm.dds" clamp1=0,0,0 blend=0 depthmask=1 depthtest=1 overlay=0 zsort=0 cullface=1 castshadows=1 specular=0.699999988 bumpscale=1.39999998 gloss=0.500000000 shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap.frag" shadowshader="abstract::mesh_shadow.vert","" This is really strange. It must be the model then, even if I cant see any difference between the stone wall and the wall in the building. The stone wall is made by me. The building is one of Arteria 3D's buildings. But I cant see any difference between the way the are done when loaded into Modo.... or ... there is one difference. The building from Arteria 3D is triangulated, my wall is not. But that would not cause this as I assume that they both comes out triangulated in the end anyway. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
Daimour Posted April 10, 2012 Share Posted April 10, 2012 Have you tested? zsort=0 does not solve the problem here Yes. I tested. It's strange. It works for me. May be it depends on videocard or driver... By the way. What does exactly zsort do? It's used for transparent objects mostly. http://www.leadwerks...aterials#Syntax Quote Link to comment Share on other sites More sharing options...
Roland Posted April 10, 2012 Author Share Posted April 10, 2012 Yes. I tested. It's strange. It works for me. May be it depends on videocard or driver... It's used for transparent objects mostly. http://www.leadwerks...aterials#Syntax Aha! So its something like that. I have a GTX 560 Ti with the latest nVidia drivers (must check that ... ). Anyway. Thanks for testing. Now I know that its something at my end and not some general thing. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
Josh Posted April 10, 2012 Share Posted April 10, 2012 I don't think this is a driver issue. I do recommend you set cullface to 1. You may be unknowingly looking at a back face and expecting it to cast a shadow, maybe. 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...
Roland Posted April 10, 2012 Author Share Posted April 10, 2012 I have tested with cullface=0 and cullface=1. No difference. Well. I give up on this model. I will make my own as that seems to work. Thanks all for your input. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
paramecij Posted April 10, 2012 Share Posted April 10, 2012 I have the same issue with your test files (nvidia 8800, old drivers), but not with the model I converted myself! -Edit: Tried again but just replaced your .mat file and the issue was gone texture0="building1.dds" shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse.frag" shadowshader="abstract::mesh_shadow.vert" Quote Link to comment Share on other sites More sharing options...
LEFans Posted April 10, 2012 Share Posted April 10, 2012 texture0="abstract::building1.dds" clamp0=0,0,0 texture1="abstract::building1_nm.dds" clamp1=0,0,0 blend=0 depthmask=1 depthtest=1 overlay=0 zsort=0 cullface=0 castshadows=1 specular=0.699999988 bumpscale=1.39999998 gloss=0.500000000 shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap.frag" shadowshader="abstract::mesh_shadow.vert","" building1.mat's code.Test no problem. Quote AMD3600+/2GB DDR3 SDRAM / GeForce 8600 GTS I3 530/2GB DDR3/GF GT240 DDR5 Link to comment Share on other sites More sharing options...
Roland Posted April 11, 2012 Author Share Posted April 11, 2012 Thanks a lot guys for your efforts to solve this mystery. Checked and had already the latest nVidia Drivers. Have tested with both the above mat files with same result. Light shines through the wall. If I ever find the reason I will tell it here. I will redo the model my self and hopefully this will solve the problem. I'll let you know. ... Must rush to work now. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
njord Posted May 8, 2012 Share Posted May 8, 2012 Maybe you have two identically named materials in your working directory. LE indeterministically indexes and uses only one of them - probably wrong one, although you correct the other material. The problem is obviously related to zsort = 1 in my opinion. Check if you have identically named resources under your working directory or registered abstract path. Use absolute paths instead of abstract:: . Quote Link to comment Share on other sites More sharing options...
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