#Shadow "leaking"…
10 messages in this thread
Whats the deal with objects, where spot lights "leak" through the edges
when you have shadows turned on. I just uploaded SHADPROB.ZIP which has a
simple upside-down "V" shape. The shape is the roof of a room. I created
the shape by lofting it. But when I put a spotlight outside and the camera
inside, it looks like the ridge along the top of the roof is open. Theres a
little strip of white light running all the way down the underside of the
ridge. As if both sides of the roof are separate objects with a little gap
between them. I've had this problem before with other objects, anyway to
"stop up" the leaks?
-MM
Have you tried welding all the vertices along the edge between the two
halves of the roof?
The V shaped roof was lofted as one object. Both halves are part of the
same object. There are only 2 vertices one at each end of the peak. Like
this.
1 2
______________
/\ \
/ \ \
/________\ \
\_____________\
Would the lofter have _not_ welded the vertices?
-MM
I've had a similar problem with light leaking at seams: a rectangular room
with walls and ceiling lofted individually (for windows and doors). Walls
and ceiling scaled for generous overlap at corners and ceiling line and a
spotlight placed outside. The camera view from the inside revealed light
leaking at the seams.
JDH
Can you send me the mesh? I have just tried to duplicate this problem, by
lofting shape like the one you describe. I pointed a spot light down at
the seam, and pointed the camera to look from the inside up at the seam.
No light leaking. So, I'd like to see your mesh so I can see the problem.
Sure! Here it comes!
-MM
Mike,
Sometimes the lofter lofts objects with the normals backward, try
surface/normals/object flip.
James
Hmmm, I originally lofted the roof, with the walls and floor so the normals
were facing out. I then used Surface\Normals\Object_Flip to point the
normals inward, after that I wound up deleting the faces that made up the
walls and floor.
So I'm pretty sure the normals are facing the correct way (inward). Thanks
though!
-MM
You can test if the leak is caused by the direction of the normals by
rendering the scene with the Force 2-sided button turned on. If this fixes
it, apply 2-sided materials to the objects causing the leak. In release 2,
the shadow-casting code was changed so that light is only blocked by
objects whose face normals are facing toward the light. (This sped up the
rendering of shadow-casting lights.)
– Jack
Mike, have you tried forcing two-sided rendering on that roof?~