ZFact Posted September 3, 2006 Share Posted September 3, 2006 I am trying to light up a tower block internally. How can i light up one floor but stop light pouring from that floor into the floor above and below? Cheers Link to comment Share on other sites More sharing options...
t0ffer Posted September 3, 2006 Share Posted September 3, 2006 i guess it´s the geometry,but there are other possible reasons. what kind of lightsource do u use? what`s inbetween ur flooors? do u use gi?..mhh more quetions,mabe u want to post an image Link to comment Share on other sites More sharing options...
STRAT Posted September 3, 2006 Share Posted September 3, 2006 ranges Link to comment Share on other sites More sharing options...
ZFact Posted September 3, 2006 Author Share Posted September 3, 2006 ranges do you mean distance of falloff? I want to increase the fall off horizontally but reduce it vertically. Link to comment Share on other sites More sharing options...
STRAT Posted September 4, 2006 Share Posted September 4, 2006 you must make sure you have floor plates in your mesh then and your model isn't just an empty shell. you can then light each floor separately, with ranges and shadows on the lights. Link to comment Share on other sites More sharing options...
ZFact Posted September 4, 2006 Author Share Posted September 4, 2006 cheers Stephen; Have floor plates in but light still spilling thru... i'll check the geometry but im sure its pretty tight Link to comment Share on other sites More sharing options...
STRAT Posted September 4, 2006 Share Posted September 4, 2006 and the lights have shadows switched on? Link to comment Share on other sites More sharing options...
ZFact Posted September 4, 2006 Author Share Posted September 4, 2006 iv tried switching everthing on and off... when the shadows are off the light spills and when the shadows are on i get no light at all. Im prob overlooking something really simple!! Link to comment Share on other sites More sharing options...
t0ffer Posted September 4, 2006 Share Posted September 4, 2006 if u get no light once the shadows are switched on, check ur falloff value(inverse square??)and overall light intensity(probably to low). another way to avoid light spilling would be to exclude selected geometry by putting it inside the "scene" tab of ur lightsource...would be good to know what lightsoure u are using(omni,spot...distance)... Link to comment Share on other sites More sharing options...
STRAT Posted September 4, 2006 Share Posted September 4, 2006 i'd personally prefer to play with instances in this case instead of falloff values. the lighting is more subtle. also make sure you're lights aren't boxed in somewhere. Link to comment Share on other sites More sharing options...
ZFact Posted September 4, 2006 Author Share Posted September 4, 2006 im using an omni. Should i be using several lights to light up a floor or just one light? Link to comment Share on other sites More sharing options...
ZFact Posted September 4, 2006 Author Share Posted September 4, 2006 Instances???? what do you mean Stephen Link to comment Share on other sites More sharing options...
STRAT Posted September 4, 2006 Share Posted September 4, 2006 sorry, i misstyped. i should have typed, "i'd personally prefer to play with ranges in this instance" but yes, i'd also instance several omnis to light a floor level too. Link to comment Share on other sites More sharing options...
ZFact Posted September 5, 2006 Author Share Posted September 5, 2006 ok... thanks for you time stephen... much appreciated. I'll post up my wips Link to comment Share on other sites More sharing options...
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