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Subject: Stopping Light Penetration through solid objects question???


scarab1 ( ) posted Sun, 11 April 2004 at 9:48 AM · edited Thu, 16 January 2025 at 4:37 AM

file_105565.jpg

I think I may have asked this once before but I don't ever remember getting an answere...

When I set lights inside of objects that have been made hollow with windows cut into the sides, How can I prevent the light from passing through the building sides as well as the window openings???

Is there a way to do this... I can get away a fair amout with setting my lights to "ranged" but is there a more apropriate way to do this???

I must admit... I've been playing around with this problem off and on for quite some time now :

I supose it's an OK issue for thumbnails like the sample I have included, see how the lights shines out of the window beautifully but allso bleeds out through the roof top as well... a minor anoyance...

... any way to fix that issue??


rj001 ( ) posted Sun, 11 April 2004 at 1:29 PM

i can only suggest there is a gap in your model somewhere on the roof.

Experience is no substitute for blind faith.

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clay ( ) posted Sun, 11 April 2004 at 2:45 PM

Using the Range setting is the way you do it, so you're on the right track, you could also try using a light(s) with a negative setting to pull light out of areas where you don't want it.

Do atleast one thing a day that scares the hell outta ya!!


PJF ( ) posted Sun, 11 April 2004 at 5:10 PM

A couple of left-field suggestions. 1/ Make sure the material for the roof object hasn't had the setting for 'cast shadows' disabled in the material editor (or possibly 'self shadows', depending on the building's construction). 2/ If that roof object is an imported mesh or terrain that has been booleaned to provide a straight edge below where the light is shining through, make sure that 'Solid' (for terrain) or 'Solid When Boolean Rendering' (for mesh) is selected in the appropriate edit dialogs.


scarab1 ( ) posted Mon, 12 April 2004 at 7:20 AM

Yes, Yes!! Eureka!! That's it.... thankyou, thatyou, thankyou... a 1,000 thakyou's.... you people are just brilliant Bloody Brilliant!! Now if I had those kinda brains I coulda went far in life... ;)


PJF ( ) posted Mon, 12 April 2004 at 7:59 AM

scarab1, which suggestion was the solution? Anyone with a similar problem will be helped by knowing what the answer is. :-)


scarab1 ( ) posted Mon, 12 April 2004 at 9:01 AM

PJF: I think a combination.... you see the model was created in Amorphium Pro, imported into Bryce and textures, the light was added inside of the structure, carefully scalled to make sure that it was NOT sticking out of the top of the structure. I made sure I set the materials to "Solid When Boolian Rendering" and made sure that the setting in the materials lab were set as you had mentioned.... (Which I think BTW is the default)?? I'm still getting a little light-bleed at the roof.... so I adjusted my range in the light a little less... that seemed to fix the issue a little. Michael


scarab1 ( ) posted Mon, 12 April 2004 at 9:24 AM

file_105566.jpg

**PJF & All:** See the newly rendered attached file... if you look closly at the building on the right with the giant porthole, you can see a little light-bleed still at the top of the structure, even with the setting as you have mentioned...

Allso, please note that the building in the background allso has a little light bleed still at the base (just under the main habitat section). It's kinda hard to see from this angle though. Michael


Nukeboy ( ) posted Mon, 12 April 2004 at 2:00 PM

Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1611069

There is a bug with radial lights (my problem at the link). So, try using a spotlight shining out the porthole... Just a thought.


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