scarab1 opened this issue on Apr 11, 2004 ยท 9 posts
scarab1 posted Sun, 11 April 2004 at 9:48 AM
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.
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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.
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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
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.