SgLightObject Static lighting
by Jeremiah Fulbright · in Torque Game Engine Advanced · 02/14/2007 (3:36 pm) · 2 replies
We have been doing some experimentation with the sgLightObjects for the lighting of our Interiors. They seem to be working well, but I am curious about the calculation that goes into Ambient Sky Lighting versus sgLightObject lighting.


Those two images are of the same Dif, that I was testing on... As you can see the sgLightObject is a bit above the Mesh, just higher than the Orc. The light affects the DTS obviously properly, but seems there is no shading going on due to the Ambient lighting from the Sky.
The second image shows the underside which has obvious shading, as well as the sides showing obvious shading from the Light versus the Sky's Ambient lighting.
Is this a bug or just something that needs to be adjusted within the settings? I would assume that even on the outside parts of an Interior, you could light part of the Interior and it would at least shade part of it, versus not shading it all.


Those two images are of the same Dif, that I was testing on... As you can see the sgLightObject is a bit above the Mesh, just higher than the Orc. The light affects the DTS obviously properly, but seems there is no shading going on due to the Ambient lighting from the Sky.
The second image shows the underside which has obvious shading, as well as the sides showing obvious shading from the Light versus the Sky's Ambient lighting.
Is this a bug or just something that needs to be adjusted within the settings? I would assume that even on the outside parts of an Interior, you could light part of the Interior and it would at least shade part of it, versus not shading it all.
#2
Thanks!
02/15/2007 (6:03 pm)
Okay, I will do some checking and it probably is the sun obviously, but figured it would still shade some. And yes, it is a sgLightObject (Static), but the fact it was lighting the sides/bottom fine (which obviously aren't quite as lit by the sun), figured it might still show up right.Thanks!
Torque Owner John Kabus (BobTheCBuilder)
To avoid this you can reduce the sun's lighting, or change the material to use a higher exposure level.
If you increase the material exposure level, to say double the intensity (exposure level 2), you'll need to cut the sun's color and ambient values in half to get the same lighting intensity (just like TGE). This provides the same intensity scene, with reduced exposure light maps.
Let me know if this helps!