Help with this killer Sunlight Problem.
by none · in Torque 3D Beginner · 01/28/2014 (10:22 pm) · 16 replies
I need to make a new topic for this because my last topic was based on something else, and I need to get this new problem resolved.
www.garagegames.com/community/forums/viewthread/136073
Here are the issues and the experiments I've done trying to fix this.

1. No matter what type of sun (scatter sky or basic sun) The above problem occurs. I began with a complex but completely sealed building with interior. Thinking I may have done something wrong, I tried just making a simple box, extruding a door in it, and finally extruding an interior. With everything welded and only a doorway as an entrance, the above occurs. Without a door, the issue still occurs.
2. What I'm using:
-3DS Max 2013 with Open Collada as export tool.
-vanilla 3.5 T3D.
-competely welded and enclosed interior.
3. What I've tried:
-collision meshes on all walls.
-every type of sun/light.
-bought the buildings that were used in FPS example and modeled mine the same way.
-tried on different computers.
-exported to a 3rd party program, then exported to T3D.
All of these things have led to the problem persisting. I'm going on 3 days now of frustration trying to work this out of my art. I don't understand what I am doing wrong. Light bleeds through any wall no matter how simple, no matter if its welded, and no matter if its completely covered. There's got to be something simple I am missing here. Please, I'm begging anyone for the solution to this as it's driving me crazy. I can even provide the building's source file if anyone wants to take a look at it and tell me whats wrong.
My email is KLAHAGE@GMAIL.com, just post on here and let me know that you want me to send the model and I will send to you. If you could confirm that it is happening on your computer also or if I did something wrong in my geometry. I just cannot figure this out.
Computer Specs:
ATI HD RADEON 7850 1 GB
www.garagegames.com/community/forums/viewthread/136073
Here are the issues and the experiments I've done trying to fix this.

1. No matter what type of sun (scatter sky or basic sun) The above problem occurs. I began with a complex but completely sealed building with interior. Thinking I may have done something wrong, I tried just making a simple box, extruding a door in it, and finally extruding an interior. With everything welded and only a doorway as an entrance, the above occurs. Without a door, the issue still occurs.
2. What I'm using:
-3DS Max 2013 with Open Collada as export tool.
-vanilla 3.5 T3D.
-competely welded and enclosed interior.
3. What I've tried:
-collision meshes on all walls.
-every type of sun/light.
-bought the buildings that were used in FPS example and modeled mine the same way.
-tried on different computers.
-exported to a 3rd party program, then exported to T3D.
All of these things have led to the problem persisting. I'm going on 3 days now of frustration trying to work this out of my art. I don't understand what I am doing wrong. Light bleeds through any wall no matter how simple, no matter if its welded, and no matter if its completely covered. There's got to be something simple I am missing here. Please, I'm begging anyone for the solution to this as it's driving me crazy. I can even provide the building's source file if anyone wants to take a look at it and tell me whats wrong.
My email is KLAHAGE@GMAIL.com, just post on here and let me know that you want me to send the model and I will send to you. If you could confirm that it is happening on your computer also or if I did something wrong in my geometry. I just cannot figure this out.
Computer Specs:
ATI HD RADEON 7850 1 GB
#2
Just because I'm curious, does the problem persist when you have SSAO turned off?
Try turning off all post-effects and see if it makes a difference.
You could also try and see if the issue only is there in advanced lighting.
01/29/2014 (6:08 am)
Yeah I've experienced this too, creating a room with the sketch tool.Just because I'm curious, does the problem persist when you have SSAO turned off?
Try turning off all post-effects and see if it makes a difference.
You could also try and see if the issue only is there in advanced lighting.
#3
Turning basic lighting on removes objects casting shadows on themselves, so the room will have the floor completely lit, but no seams because no shadows are being cast. Pretty much any other option leads to the seams appearing.
01/29/2014 (6:51 am)
I played with every graphical option, here's what happens.Turning basic lighting on removes objects casting shadows on themselves, so the room will have the floor completely lit, but no seams because no shadows are being cast. Pretty much any other option leads to the seams appearing.
#4
Hmm, what if you place a pointlight, and make it shine on the cube, does it then create the seams as well? (Make sure to turn up the power of the PointLight)
I do have some theories tho.
01/29/2014 (7:47 am)
Heh thats interesting, so the light basically goes through the walls in both basic and advanced lighting?Hmm, what if you place a pointlight, and make it shine on the cube, does it then create the seams as well? (Make sure to turn up the power of the PointLight)
I do have some theories tho.
#5
01/29/2014 (10:26 am)
Lukas, I just checked and both point and spotlight also leak in. Also I really appreciate you guys looking in to this, thank you very much.
#6
01/29/2014 (11:07 am)
@Krystian sounds like something is wrong in the light calculation then.. For now I suggest turning off the sun when you enter your scene, this could be a bit tricky to fix.
#7
01/29/2014 (11:12 am)
Ok I'll work with an entirely interior scene for now till this is resolved. Again, thank you for looking into this!
#8
It has been a while since I've done this but check it out as a possible fix for now :)
01/29/2014 (2:33 pm)
I believe the way I fixed it was to use the sketch took have something on the outside and have the shadow fix the seams and then I just made the material transparent so you didn't see it as it's invisible but the shadow still works.It has been a while since I've done this but check it out as a possible fix for now :)
#9
01/29/2014 (10:29 pm)
Just tried this. That was a good idea, but i have to make the object so large and outside the building that the shadow would be cast on the exterior too. Still, thanks for the suggestion, I hadn't tried that yet.
#10
Also confirmed in T3D versions 1.2-current.
I will send $20 on paypal to whoever can figure this out. Get it working, share with community, and email me your info and I will send you 20 buck via paypal, if this is within the lighting code, I know I can't do anything about it, but there's some of you guys who can, I know Winter Leaf is already working on it but if anyone else has already figured this out and wants a free $20 bucks, share with the community!
01/29/2014 (11:08 pm)
Further testing: this problem is not just present in 3ds Max Exports. Confirmed in exports from 3dsMax 2013, 2014, Blender, and Milkshape. When the identical shape is created in any of these programs, the problem occurs.Also confirmed in T3D versions 1.2-current.
I will send $20 on paypal to whoever can figure this out. Get it working, share with community, and email me your info and I will send you 20 buck via paypal, if this is within the lighting code, I know I can't do anything about it, but there's some of you guys who can, I know Winter Leaf is already working on it but if anyone else has already figured this out and wants a free $20 bucks, share with the community!
#11
http://www.garagegames.com/community/forums/viewthread/129835
It happens with all lights that are placed near the walls too. Light bleeds through.
The only solution to date that I've found. .. and it's a work around rather than a fix is simply to make your walls thicker. There is a point at which the light doesn't bleed through at a certain thickness.
Still looking into it.
Tim
01/30/2014 (12:14 am)
@ krystian I feel your pain here I assure you. Please see the post here from 2 years ago highlighting the problem that was never fixed http://www.garagegames.com/community/forums/viewthread/129835
It happens with all lights that are placed near the walls too. Light bleeds through.
The only solution to date that I've found. .. and it's a work around rather than a fix is simply to make your walls thicker. There is a point at which the light doesn't bleed through at a certain thickness.
Still looking into it.
Tim
#12
01/30/2014 (4:05 pm)
@Krystian not sure if you know but how I did it was use the sketch tool then I stretched and resized the cube to be as small as possible to fix the light leak you can make the cube literally a long thin stick so the shadow won't affect anything else I've actually done it from the inside as well which worked for me it blocked the light but still was invisible and I didn't have to worry about collision either
#13
01/30/2014 (5:19 pm)
@NiN-NiN - now there's an unconventional use for the sketch tool if I've ever heard of one. Nice thinking!
#14
I'd love to see how this works out but i've done the same thing for models i've purchased
01/31/2014 (6:58 am)
I don't have any 3D Modeling skills so i've been using the sketch tool fairly heavily probably too much for what it was meant to do so i've worked out a few ways around things :) I'd love to see how this works out but i've done the same thing for models i've purchased
#15
01/31/2014 (8:48 am)
Just tested it, when I try to put the sketch tool creations inside of the walls, it doesnt remove the shadows, it only appears to work if they are a little ways away from the walls on the outside, obviously this casts a shadow on the exterior so this method may not work anymore.
#16
See my very old post here:
www.garagegames.com/community/forums/viewthread/97255
HTH
Hewster
02/01/2014 (11:18 pm)
Try increasing the tessellation of the leaking walls (increases poly count, but should fix your light bleeds)See my very old post here:
www.garagegames.com/community/forums/viewthread/97255
HTH
Hewster
Torque 3D Owner Paul Yoskowitz
WinterLeaf Entertainment
I forwarded this link to Tim Watton the art director at WLE. As far as Im aware this has been an issue for a while. maybe he has an answer that Im unaware of.