cassius Posted October 19, 2013 Share Posted October 19, 2013 Has anyone ever solved the problem of directional light getting through walls and lighting up the opposite wall. It happened in le2 and its still the same in Leadwerks 3. You can rotate the light to avoid one building but very often it then lights up another building. if a room has windows its ok but it shines through walls too. 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...
macklebee Posted October 19, 2013 Share Posted October 19, 2013 in LE2 it could be resolved by geometry - ie beveling walls/floors, increasing thickness of walls/floors- and in worse case, adjusting the linear offset values. 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...
bandrewk Posted October 22, 2013 Share Posted October 22, 2013 Hello, I'm new to this forum but I wanted to ask the same question. I'm using the leadwerks 3 trial and light is shining through walls (see screenshots attached). Is this still not fixed in the latest version? Thank you. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted October 22, 2013 Share Posted October 22, 2013 It's normal, you need shadow "on" for walls objects or use lightmapping. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
cassius Posted October 23, 2013 Author Share Posted October 23, 2013 Making walls thicker is ok for castle walls but cottages don't have walls 6 feet thick. 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...
Admin Posted October 23, 2013 Share Posted October 23, 2013 If those brushes are using a dynamic lighting shader, the light would not cast shadows in 3.0. You can use a lightmapped material, calculate lighting, and it will cast shadows. 3.1 will use a deferred renderer, so the behavior is more natural like you would expect: Quote Link to comment Share on other sites More sharing options...
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