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scatteredsky lighting effecting interiors

by Greg M · in Torque 3D Professional · 01/23/2011 (8:57 pm) · 21 replies

I believe this has be mentioned before but am unable to locate it.
scattered sky lighting effect interiors even fully enclosed areas.
this is killing the ability to do caves or building with specific interior lighting effects.
has anyone found a way to fix this?
pic bellow is an enclosed cave area. only illumination is from the scatteredsky.
home.comcast.net/~gembone/screenshot_005-00000.png
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#1
01/24/2011 (7:27 am)
Is that mesh completely closed off? All around?
#2
01/24/2011 (11:01 am)
I have tried capping the doorways and same effect. currently it is connected to 2 tunnel pieces one at either side of the bridge. no opening in the ceiling. Easiest way to see this problem is create a room with no windows or doors and place it on a terrain. enable the scatteredsky and boom the room is lit.
#3
01/24/2011 (12:16 pm)
Or to put it another way ...

Is there a mesh facing the sun? Meshes are single sided - light and visibility pass through their invisible side (depending on which way your normals are facing). No mesh facing facing the sun, no mesh to cast a shadow.
#4
01/24/2011 (1:05 pm)
so to stop sun light from entering a cave piece it needs to be double sided on the mesh?
#5
01/24/2011 (1:10 pm)
No, cos then your normals will be pointing all over and only certain sides would reflect/show lighting.

Better to have a blocking mesh over the interior mesh, and check that your shadow distance is set high enough to cover whatever is visible.
#6
01/24/2011 (1:25 pm)
so take the cave model and put it inside another model... and turn shadow distance up to block sun from entering cave?

that would raise a lot of issues
#7
01/24/2011 (1:32 pm)
Depends how long your max visibilty inside is.

At the end of the day shadows are cast by planes/polys being in the way of a light source.
#8
01/24/2011 (1:41 pm)
Can you tell us a little more on how you are using this cave? Does it have visibility to the exterior? Because you can easily use triggers to change the parameters of the sun shadows to fit your needs.
#9
01/24/2011 (4:05 pm)
*thinks steve should add a new for dummies resource on the subject*

:)
#10
01/24/2011 (4:15 pm)
the cave is part of a larger cave system and in this map is using about 25 cave pieces. some have openings in the top to allow light in and others are closed
#11
01/24/2011 (9:39 pm)
I think you can fix this by enclosing the interior area with a Zone with Portals leading to the outside area(s).
#12
01/25/2011 (7:20 am)
zones and portals dont seem to effect scattersky from entering a zone.
#13
01/27/2011 (2:22 am)
Could this be part of the problem, or is it a different bug altogether?
Scattersky sunlight appears to leak through meshes, and this one does have normals and faces pointing at the sun.
orb.uk.net/images/light_leak.JPG
#14
01/27/2011 (7:44 am)
Skipper, I have seen that too. be inside and enclosure and still get lens flare from sun. Think its all part of some issue


#15
01/27/2011 (2:09 pm)
still get rain inside buildings also. so far the only thing I have found to stop the scattersky light from permiating structures is to use .dif format. but even .dif doesn't keep the rain out. Why is the only format blocking out light the one that is being phased out.
#16
01/27/2011 (3:57 pm)
img522.imageshack.us/img522/6596/rainoutside.jpg
Top:
Rain Outside
Scattersun Visible
Scattersun Lens Flair
Sunlight Outside

Bottom:
No Rain Inside
Scattersun Not Visible
No Lens Flair
Shadows inside
Sunlight only through window (which is visible just between hands/weapon)

Building: Interior Mesh, Exterior Mesh, Collision Meshes

Exterior Mesh casts shadows onto Interior Mesh
Collision Meshes cull Lens Flair
Collision Meshes + Rain Collision turned on causes rain to collide, preventing rain entering building.

Stock animated rain splashes are a little big and their edges can penetrate the roof at the gutter where the roof is thinnest.
#17
01/27/2011 (4:31 pm)
ok thanks for that. guess its back to the artist for the fix.
what format do you use for your buildings?
#18
01/27/2011 (4:51 pm)
That's collada but I tend to use dts from an older version of Blender.

Interior and exterior meshes are only seperate because I use pureLight to bake ambient occlusion into the interior walls UV channel2 (helps with depth perception when in shadow).
#19
01/27/2011 (6:08 pm)
Just to reiterate on the sunflare issue:
Models need some form of collision set (eg visibleCollision) if they do not contain a colMesh, or the sunflare will show through.
#20
01/27/2011 (8:05 pm)
Steve, do you know of a way to make it so that there is no lighting in the room at all from the sun? That is, I would light it inside using only spotlights or torches or some such?
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