T3D1.2 Light Leaking through walls LOGGED(THREED-3181)
by Tim · in Torque 3D Professional · 02/23/2012 (2:37 am) · 0 replies
Build: 1.2 Pro.
Platform: Windows Vista 32 bit
Target: Editors
(what is the bug)
Light is leaking through the walls to other meshes. No amount of subdivision is affecting this.This even occurs in the Mars FPS example with the light sources there.
Steps to Repeat:
1. Launch the game
2. Add two meshes and place a point light with a sensibly sized radius in one and view from the other - the light will spill over and in some cases under the building. The walls do not prevent the light from passing between meshes.
3.To repeat in the the Mars FPS load up and increase the radius on one of the point lights on the floor near the exit at ground level - this will spill the light over and out under the building.

4. Add another station next to the building and the light will spill between the two internals passing

Suggested Fix: None that I have found. Subdivision of the mesh has been suggested but it doesn't appear to work in simple cases. please see below.
Project building that we are working with in the image below

It has two internal separate floors thus

Place a light source in the top room (first image) and it leaks into the bottom (Second image)


Subdivision like the various levels below does have an affect but does not resolve it






Even placing a curve on the edge has no affect

Platform: Windows Vista 32 bit
Target: Editors
(what is the bug)
Light is leaking through the walls to other meshes. No amount of subdivision is affecting this.This even occurs in the Mars FPS example with the light sources there.
Steps to Repeat:
1. Launch the game
2. Add two meshes and place a point light with a sensibly sized radius in one and view from the other - the light will spill over and in some cases under the building. The walls do not prevent the light from passing between meshes.
3.To repeat in the the Mars FPS load up and increase the radius on one of the point lights on the floor near the exit at ground level - this will spill the light over and out under the building.

4. Add another station next to the building and the light will spill between the two internals passing

Suggested Fix: None that I have found. Subdivision of the mesh has been suggested but it doesn't appear to work in simple cases. please see below.
Project building that we are working with in the image below

It has two internal separate floors thus

Place a light source in the top room (first image) and it leaks into the bottom (Second image)


Subdivision like the various levels below does have an affect but does not resolve it






Even placing a curve on the edge has no affect
