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.
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.
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#2
Ron
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

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.
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:
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.
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