CompuServe Thread

#Shadow "leaking"…

10 messages in this thread
#20224From: Mike MorrisonJul 29, 1992 9:30 AM
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
#20240From: PhilD [ADESK]Jul 29, 1992 1:05 PM
Have you tried welding all the vertices along the edge between the two halves of the roof?
#20280From: Mike MorrisonJul 30, 1992 9:27 AM
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
#20290From: Jeffrey HeftJul 30, 1992 10:50 AM
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
#20304From: PhilD [ADESK]Jul 30, 1992 1:38 PM
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.
#20363From: Mike MorrisonJul 31, 1992 9:07 AM
Sure! Here it comes! -MM
#20487From: james hydeAug 2, 1992 2:11 AM
Mike, Sometimes the lofter lofts objects with the normals backward, try surface/normals/object flip. James
#20559From: Mike MorrisonAug 3, 1992 9:24 AM
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
#20574From: Yost GroupAug 3, 1992 11:07 AM
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
#20589From: PhilD [ADESK]Aug 3, 1992 1:05 PM
Mike, have you tried forcing two-sided rendering on that roof?~