T3D 1.1 beta 2 - VisibleDistance Changes Spec/ Lighting on TSStatics - RESOLVED
by Steve Acaster · in Torque 3D Professional · 08/07/2010 (2:38 pm) · 5 replies
T3D1.1beta2
Windows7 32bit
Target:
Editors->Lighting->Materials->Specular->TsStatic->VisibleDistance
Issue:
Lighting/Specular on TsStatic mesh surfaces change depending on VisibleDistance. note: this mesh was around 1k-1.5k units from origin (just in case it matters)

Repeat:
In world Editor put in a nice big TsStatic Mesh - dark colours show up better - make sure it has specular on.
BasicSun or scattersky - either way same result
In levelInfo->VisibleDistance, change the values from 100, then 1000, then 2000, then 5000, then 10000.
Suggest:
Specular lighting doesn't change when you alter the view distance
Windows7 32bit
Target:
Editors->Lighting->Materials->Specular->TsStatic->VisibleDistance
Issue:
Lighting/Specular on TsStatic mesh surfaces change depending on VisibleDistance. note: this mesh was around 1k-1.5k units from origin (just in case it matters)

Repeat:
In world Editor put in a nice big TsStatic Mesh - dark colours show up better - make sure it has specular on.
BasicSun or scattersky - either way same result
In levelInfo->VisibleDistance, change the values from 100, then 1000, then 2000, then 5000, then 10000.
Suggest:
Specular lighting doesn't change when you alter the view distance
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#2
update
This seems to be about how far away from origin the meshes are.
Origin is where the sunObject is placed, and the further away the mesh, the more noticeable the change in specular lighting is when you alter VisibleDistance. At "0 0 0", the mesh spec illumination changes are very subtle between 100->1000 and 1000->10000. Not sure if this is the "precision issue" that I kept hearing about last beta, or not...
08/07/2010 (4:47 pm)
Yeah it remains the same after exiting the world editor and after saving reloading T3D.update
This seems to be about how far away from origin the meshes are.
Origin is where the sunObject is placed, and the further away the mesh, the more noticeable the change in specular lighting is when you alter VisibleDistance. At "0 0 0", the mesh spec illumination changes are very subtle between 100->1000 and 1000->10000. Not sure if this is the "precision issue" that I kept hearing about last beta, or not...
#3
08/07/2010 (8:12 pm)
Logged for QA team (TQA-751)
#4
09/11/2010 (3:43 am)
Good catch Steve... this is fixed for beta 3.
#5
09/11/2010 (1:36 pm)
Cool :)
Torque Owner TheGasMan
G.A.S. [+others]
- of course, point lights and spotlights specular *should* work with light falloff.
@Steve: does it remain acting that way after you exit the world editor ?