Game Development Community

Light bleed through - is it addressed in 3,6?

by Bruce Morick · in Torque 3D Beginner · 09/09/2014 (4:54 pm) · 5 replies

Lights bleed through the edges using point or spotlight. It is hard to have a dark room with the hallway light bleeding through the wall/ceiling edge.

Krystian Lahage brought up the issue in http://www.garagegames.com/community/forums/viewthread/136092. Is it going to be fixed in 3.6 or does someone have a solution to work around it? I have tried all the variables nothing seems to correct the problem.


#1
09/09/2014 (5:18 pm)
Unfortunately this issue isn't on our list of things to fix for 3.6, but we'll definitely keep it in mind for the future. If you would like to, please add an issue on the GitHub issue tracker I linked, and we can assign it to a milestone.
#2
09/11/2014 (1:41 pm)
That particular issue is actually a modeling problem. Yes, it can be addressed in the lighting to compensate but, it's still more of a poor modeling technique than engine issue. Weld the verts on the walls etc and you will see a big difference.

Ron
#3
09/11/2014 (3:55 pm)
Ron - it'd be nice if that were the end of the story, but this happens even in situations where it's not possible to fix it with art:

i.imgur.com/oCCfzzE.png

See the way those shadows fade out right near the feet? I think the effect would be even more pronounced if the feet were closer to the terrain, though then of course the fadedness would be blocked by the feet themselves.
#4
09/11/2014 (4:18 pm)
Might be something in the shadow bias settings or implementation....
#5
09/11/2014 (4:51 pm)
I'm pretty sure Andrew Mac did have some success editing properties on the Sun object (overdark factor?) but they caused visual anomalies elsewhere.