worik Posted November 12, 2019 Share Posted November 12, 2019 I am filling the quite narrow space on a ship with stuff and light sources. Now, I see two issues when I test it in game: 1. Black surface, where they seem to be unimpressed by the light sources Here, the door and on the table to the left is a map, which stays dark Spoiler As far as I know, all light sources here are omnidirectional and no-shadow versions ? Now, I wonder what I isunderstood or what I am doing wrong. Same type of lightsources behind me, but everything works well: Spoiler And my second issue is on/off flickering when I move through the cargo bay. Plus you can see the effect on the ceiling. I am standing at the bow and look aft: ceiling is lit I am standing at the other entrance and look forward: ceiling is dark When I move along the planks, I get the on/off flickering Spoiler I think it must have something to do with the light sources ? Link to comment
Seijin8 Posted November 12, 2019 Share Posted November 12, 2019 42 minutes ago, worik said: As far as I know, all light sources here are omnidirectional and no-shadow versions ? Now, I wonder what I isunderstood or what I am doing wrong. Can also be caused by too many non-shadow lighting sources being visible to the camera at once (I think the number is 12, or maybe 16). You can use portal-strict lights with room bounds/multibounds to solve this. Also can be managed with enable/disable effects based on proximal trigger volumes. This effect can also be caused if the lighting source is clipping through the wall. This can also be caused if the 3D model of the tables (or whatever) is clipping through another lit surface. 1 Link to comment
Seijin8 Posted November 12, 2019 Share Posted November 12, 2019 10 minutes ago, Laura 'Lokomootje' said: That could be an engine limitation when using shadow casting lights. You can't have more than 4 shadow casting lights overlap because it will show darkness like in your screenshot. I'm not sure if that's the case for you, but you can try to use fewer lights. 1 hour ago, worik said: As far as I know, all light sources here are omnidirectional and no-shadow versions Link to comment
worik Posted November 12, 2019 Author Share Posted November 12, 2019 50 minutes ago, Laura 'Lokomootje' said: Oops. Link to comment
worik Posted November 12, 2019 Author Share Posted November 12, 2019 1 hour ago, Seijin8 said: Can also be caused by too many non-shadow lighting sources being visible to the camera at once (I think the number is 12, or maybe 16). You can use portal-strict lights with room bounds/multibounds to solve this. Also can be managed with enable/disable effects based on proximal trigger volumes. I didn't know that they are limited, too. ? Will try that Link to comment
Heroine HoneyCrotch Posted November 12, 2019 Share Posted November 12, 2019 3 hours ago, Seijin8 said: With the flickering lights, I think it's only 6 lights sources can be seen at any particular POV in interiors, you can have 100 lights, only 6 in any current POV Edit: looks like its only 4 Link to comment
worik Posted November 12, 2019 Author Share Posted November 12, 2019 1 hour ago, Heroine of the Night said: Edit: looks like its only 4 That's the shadow casting ones. But I'm using the non-shadow one (or at least, I think I do ?) . But thanks anyway 2 Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now