Point Lights bleeding
by Mitovo · in Torque 3D Beginner · 02/09/2015 (7:40 am) · 8 replies
Hello,
So, I'm working on a house model for T3D, and am having problems with light bleed inside T3D.
Here's a pic of what's happening; you can see the light bleeding out into the wall, and there's some highlighting on the underside of the roof, on the far back corner of the house.
Pic
I'm using point lights, with "cast shadows" enabled.
The way the house is modeled, is that it's broken up into separate chunks, with the interior and exterior walls being their own object, the roof is a separate object, etc.
I have tried exporting with all objects "joined", and with them all as separate pieces.
Is there some trick to preventing light from bleeding through like that?
I have searched the site/forums, but couldn't find anything addressing it.
Thanks :)
So, I'm working on a house model for T3D, and am having problems with light bleed inside T3D.
Here's a pic of what's happening; you can see the light bleeding out into the wall, and there's some highlighting on the underside of the roof, on the far back corner of the house.
Pic
I'm using point lights, with "cast shadows" enabled.
The way the house is modeled, is that it's broken up into separate chunks, with the interior and exterior walls being their own object, the roof is a separate object, etc.
I have tried exporting with all objects "joined", and with them all as separate pieces.
Is there some trick to preventing light from bleeding through like that?
I have searched the site/forums, but couldn't find anything addressing it.
Thanks :)
About the author
#2
02/09/2015 (8:08 pm)
Apparently this has been a long standing issue but going into the pointlights properties and changing shadowType to cubemap seemed to fix it when I tried to re-create your problem. Have you tried that?
#3
Thanks for your response. I hadn't tried the different shadow modes, actually. So, I went and tried it out... It does get rid of the light bleeding issue. However, it creates another weird artifact... Too difficult to explain, so...
Click here for pic.
I tried the other shadow modes, as well as adjusting some of the other parameters (shadow size, etc). Nothing seemed to work.
So, the obvious question is, how do folks light up their projects? There's gotta be some way to make it work.
Thanks for the suggestion either way. Was at least worth the attempt.
Once I've figured this out and can make it all work consistently, it'll be a lot smoother/easier with future assets, so... this is all grist for the mill as far as I'm concerned.
02/09/2015 (8:37 pm)
Hi there, Jason,Thanks for your response. I hadn't tried the different shadow modes, actually. So, I went and tried it out... It does get rid of the light bleeding issue. However, it creates another weird artifact... Too difficult to explain, so...
Click here for pic.
I tried the other shadow modes, as well as adjusting some of the other parameters (shadow size, etc). Nothing seemed to work.
So, the obvious question is, how do folks light up their projects? There's gotta be some way to make it work.
Thanks for the suggestion either way. Was at least worth the attempt.
Once I've figured this out and can make it all work consistently, it'll be a lot smoother/easier with future assets, so... this is all grist for the mill as far as I'm concerned.
#4
www.garagegames.com/community/forums/viewthread/116567
02/09/2015 (10:20 pm)
No problem, I tried this work around but no matter how small I broke the triangles up(tessellation), light still bled through. You could give it a try...www.garagegames.com/community/forums/viewthread/116567
#5
The cube map still gives that weird line pattern glitch, as well.
I can't imagine there hasn't been an actual, reliable fix to this, considering people are using this engine and have certainly run into it. I'll try doing some more investigation a bit later; need to get ready for work now. Maybe I can dig something up.
Thanks for the suggestion! Was worth the shot.
02/10/2015 (5:13 am)
Hmm... I tried that out, and the light is still bleeding. I don't know how much I'd have to tesselate the model to make it work, but I'd already gotten it to where there are far too many polys for a plain, flat surface lol.The cube map still gives that weird line pattern glitch, as well.
I can't imagine there hasn't been an actual, reliable fix to this, considering people are using this engine and have certainly run into it. I'll try doing some more investigation a bit later; need to get ready for work now. Maybe I can dig something up.
Thanks for the suggestion! Was worth the shot.
#6
They make the good argument that a few more triangles isn't going to touch the performance, however, adding a number of cube-mapped shadow-casting lights probably will.
So, it's "ugly", but all the end-user is going to see is a textured surface anyway.
So, let's see how this works out.
02/10/2015 (2:15 pm)
On further thought, I'm going to work more with tessellating the surfaces a bit more and try using the paraboloid lighting type again. Per the discussion on that page you linked, Jason, it should resolve at some point. They make the good argument that a few more triangles isn't going to touch the performance, however, adding a number of cube-mapped shadow-casting lights probably will.
So, it's "ugly", but all the end-user is going to see is a textured surface anyway.
So, let's see how this works out.
#7
02/12/2015 (12:55 pm)
Weld the seams on the model, and try dividing the wall plane twice. If i remember right that should stop that happening.
#8
I gave that a try (see screenshot here), and it's still no bueno. Light is still bleeding through.
This is with a single pass parabloid light, with shadow casting enabled (or disabled for that matter).
The idea of having to tesselate it even further is kinda ridiculous at this point.
Just to test and make sure my model was well-formed and there weren't any issues I'm somehow missing, I imported it into another game engine, and set it up in the same manner (a couple point lights, etc). Without any additional fiddling/tweaking/tesselation to the model or the light settings, it works just fine. Shadows, lights, everything looks as it's supposed to.
So... I'm at a loss as to what I'm supposed to do to make it work in T3D. :-/
02/12/2015 (3:59 pm)
Hiya, Andy...I gave that a try (see screenshot here), and it's still no bueno. Light is still bleeding through.
This is with a single pass parabloid light, with shadow casting enabled (or disabled for that matter).
The idea of having to tesselate it even further is kinda ridiculous at this point.
Just to test and make sure my model was well-formed and there weren't any issues I'm somehow missing, I imported it into another game engine, and set it up in the same manner (a couple point lights, etc). Without any additional fiddling/tweaking/tesselation to the model or the light settings, it works just fine. Shadows, lights, everything looks as it's supposed to.
So... I'm at a loss as to what I'm supposed to do to make it work in T3D. :-/
Torque Owner Mitovo
BRB...
Okay, nope. That didn't fix it, either.
So, what I just tried doing was combining the floor, walls and ceiling of the interior into a single solid mesh, thinking maybe a "sealed" mesh would block the light. I also confirmed that the normals are all facing the correct way. But, alas... the light is still bleeding through to the outside like in my shot.
So.. any idea what's going on here?
Thanks