Lights passing through ceiling?

Post » Wed Jun 20, 2012 5:13 pm

I am building an interior and I have a light on the top floor.. I've created another floor below and I can see the light from above on the walls in this new room. Did I miss a setting to prevent this?
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Wed Jun 20, 2012 8:55 pm

If you use regular Omni lights then they dont cast shadows. If you use a Shadow Omni then it cast shadows and wont shine through things. (But there are limitations; you can only render 4 shadow lights at once)
User avatar
Tasha Clifford
 
Posts: 3295
Joined: Fri Jul 21, 2006 7:08 am

Post » Wed Jun 20, 2012 6:46 pm

Maybe this will clarify:

[img]http://i.imm.io/mAY2.jpeg[/img]

The light I am using in this case is WRFireLightNS (so no shadows). But it seems to shine right through the floor and the ceiling of the next room onto the walls. It can't be right that all NS Omni lights shine through, is it? There must be a way to disable this and block the light off.
User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Thu Jun 21, 2012 3:23 am

Yeah, non-shadow lights do not cast shadows. They light up the faces of nearby models, but those models do not in anyway impeed the light from continuing 'through' them and shining on objects behind them, such as your floor below. As long as you dont make every light a shadow light, you can put a few around your level. For design's sake, make that a shadow light. Then just line it up properly (Where it is now looks good) so that the shadows look like they're coming from the fire, and not some weird spot.
User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Thu Jun 21, 2012 2:50 am

Yep as Alexander mentions, going with SC light is probably your best option, although if you want to use a non-shadow caster light, you can simply reduce the radius (hold S) or move it down a bit closer to the floor so it's not leaking to your second level.
User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Thu Jun 21, 2012 1:43 am

Cool - thanks guys :)
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Wed Jun 20, 2012 4:13 pm

I think you can block it with an occlusion plane (the icon is a square with an O in the middle). Rotate it and place it above the ceiling of the lower level. I'm not sure if it will show as being blocked in the CK, so go ingame and see if it works.
User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Wed Jun 20, 2012 4:09 pm

I think you can block it with an occlusion plane (the icon is a square with an O in the middle). Rotate it and place it above the ceiling of the lower level. I'm not sure if it will show as being blocked in the CK, so go ingame and see if it works.
That wouldn't really work. Yes, if you stood right under the plane it would stop rendering the light source above, and therefor fix the issue, but if you you walked far enough down the hall to where you could see the light past the plane, it would suddenly appear again.

Far easy to simply use a shadow omni. :thumbsup:
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Wed Jun 20, 2012 6:25 pm

Just make a big long plane :D
User avatar
Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

Post » Thu Jun 21, 2012 5:51 am

Just make a big long plane :biggrin:
Yeah I think that using an omni directional is much better since it also renders a more realistic lighting - however to make things even more realistic, I would add a second omni NS ligh but of much lower lighting so as to give some lux to shadowed areas (they should receive more lux than as if it was pitch black in the room).

Roombounds and Portals - For the limitation of 4 directional light sources in a cell, there are tools to control which one will be ignored and which one will be lit by the rendering engine, as well as for any other object and light sources from one area to another. In the OP's case, http://www.creationkit.com/Bethesda_Tutorial_Optimization#Room_Markers (or Roombouds) should be used (which would also allow for the second floor lighting to be blocked by the room's ceiling) : once you step out of a roombound, every object encompassed by it - having their pivot point in the room bound - would be culled and become invisible. The use of a portal for each room would allow to "connect the rendering" given any point of view from outside the roombound (e.g. through an open door via a hall or staicase connecting both rooms). However I haven't tried this yet, so on my part it's theoretical : I don't know if these "culling tools" also encompass light sources, but they should.
User avatar
ChloƩ
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Thu Jun 21, 2012 4:32 am

i had this issue in a house with multiple floors where putting shadow lights would push the budget way over.

the way i handled this was just to make auto-off triggers when leaving the current floor, then auto-on when they re-enter the trigger to go back to the floor
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm


Return to V - Skyrim