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/skylight 0 0 0 .
That fixes it most of the time.
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That didn't help
to bad there is no zone - portal option yet
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You can't help it, light blending happens because of the way global illumination works. The only way to remove those artifacts is to disable global illumination.
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I have found out how to do that but it's still a little bright and negative lights doesn't seams to work.
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Use the /nogi (no global illumination) material to stop light from bleeding. It's a Tesseract-specific material with a “coffee”-ish colour. It lets you disable global illumination in specific areas; try putting it in your whole room.
Negative lights were removed from the development version and will not be available in the next release – they didn't always work anyway, they worked in a random way depending on configurations.
Last edited by Calinou (2014-10-02 18:36:59)
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"Negative lights were removed from the development version and will not be available in the next release – they didn't always work anyway, they worked in a random way depending on configurations."
I'm not okay with this.
That's why Tesseract is fun and it worked pretty well to me.
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I'm not okay with this.
That's why Tesseract is fun and it worked pretty well to me.
The whole problem is the “to me”.
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I know. All the other players I played with didn't have bugs with them tho. So that's why I think it's not a large scale problem. Beside that, I wonder how many reported these "bugs".
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Does other solution appear since 2014? :)
I run into the same issue while trying to create my map but "/nogi" option is actually not what i'm looking for, because the room is not closed-space:
Maybe I can somehow reduce the side-effect of GI work?
Thanks in advance.
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That's not GI bleeding. do you have adequate geometry blocking the corner where light comes through?
I've been away for a while too, if /lighterror is still a thing, set it to 1.
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Thanks for the responce, RaZgRiZ, I will try lighterror command.
I've just realized that I built walls separately by extruding each from the floor instead of building whole building as one block and then cracking inner room into it, but in this case I do not understand why floor was lighten near walls.
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Apologies that i can't help more until i get a keyboard that isn't missing 5 keys :P
When I get a replacement I shall join you in game to get myself re-acclimated and help you further with your issue :)
To be clear however, how you erected the walls makes no difference to this slight "bug". Tried /remip as well?
Last edited by RaZgRiZ (2016-05-05 17:29:20)
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Apologies that i can't help more until i get a keyboard that isn't missing 5 keys :P
When I get a replacement I shall join you in game to get myself re-acclimated and help you further with your issue :)
To be clear however, how you erected the walls makes no difference to this slight "bug". Tried /remip as well?
It's ok :) , I myself far away from the computer so still have not checked "lighterror" command.
And thanks for you proposal, I will ask your help if nothing helps.
I didn't tried a /remip, at least if it's not executed when pressing K key in edit mode to do "Lighting optimizations" (or smth like that, I do not remember exactly)
Last edited by Rvach (2016-05-06 05:46:04)
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I'm available now if you still require help :)
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I'm available now if you still require help :)
Thanks, but I cannot now. I'll PM you as soon as I get to the PC :)
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Ya GL is kind hacky and it does do strange things with thin walls. You just have to bulk up your walls and it will go away
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Use the "nogi" material on the area you don't want to receive global illumination.
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Ya GL is kind hacky and it does do strange things with thin walls. You just have to bulk up your walls and it will go away
I've tried but it did not solve problem...
Use the "nogi" material on the area you don't want to receive global illumination.
Frankly speaking, I've only tried it for the entire room but did not try to assign "nogi" only for areas where the problem occurs, thank you for the idea.
It almost solved the problem, only some tiny illuminated area along non-thick walls joints left and they are really tiny and almost not noticeable.
Last edited by Rvach (2016-05-11 20:12:13)
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did you do a remip after this can be becuase the polygons arent divided well ?
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did you do a remip after this can be becuase the polygons arent divided well ?
Actually this even increased light bleeding along wall joints so the problem got back... f***!!!!
I'm certainly doing smth wrong...
Last edited by Rvach (2016-05-13 18:22:52)
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Do you have any lights on the scene.
Can you bundle up the ogz (map file) and upload it here. I may be able to tweek it if I have the actual file.
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Or, you know, all these times you've gone on IRC, you could have asked me to see the problem and help you. Just saying.
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