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fullofwin
10-16-2012, 07:58 PM
Iíve just about given up on lighting my level with anything but global lighting. Trying to use the ďpointĒ light object (canít remember the name)Öand it looks nice until the camera moves. Entire surfaces (ex. the floor) suddenly decide they arenít illuminated by the light; itís visually quite jarring if not seizure inducing. I could understand if the light was moving in or out of the viewÖbut thatís not the case, the slightest camera angle change can affect which surfaces get illuminated.

Iíve tried changing the light radius and brightness but canít seem to minimize the effect...

ChrisF2112
10-16-2012, 08:03 PM
Each surface can only reflect three lights at once, so are you over that threshold? That's the first thing that comes to mind.

fullofwin
10-16-2012, 08:17 PM
Each surface can only reflect three lights at once, so are you over that threshold? That's the first thing that comes to mind.

Thanks! I don't believe I have more than 3...assuming lights completely off screen don't count. This is something concrete I can look into anyway. Where did you hear about this limit, it sounds perfectly reasonable, I just hadn't heard it before.

Taffey
10-16-2012, 08:42 PM
Thanks! I don't believe I have more than 3...assuming lights completely off screen don't count.The off-screen lights may count, actually. Double check the radii of those other lights to make sure they aren't bleeding over onto the material in question.



This is something concrete I can look into anyway. Where did you hear about this limit, it sounds perfectly reasonable, I just hadn't heard it before.It's in one of the tutorials... Towards the end I think. It might be one of the optimization ones.

On a side note, a nifty trick you can use is to have more than one piece of material make up whatever surface you're trying to illuminate. That way you can have more than just 3 lights illuminating, say, a single large wall (because that wall is made up of segments).

comphermc
10-16-2012, 09:04 PM
Just so you know, the global light is one of the three lights counted towards the three light limit. What was done in the story levels is to split material into pieces so that there were never more than two point lights on any given surface. Lights that are off-screen do indeed count towards the limit, so the safe bet is to never have more than two casting onto anything.

fullofwin
10-16-2012, 09:16 PM
Ahhhh, this is almost certainly the problem then. I'll have to look and see if there are other useful tutorials! :)

EDIT: Chopping the large floor "slab" into 3 pieces resolved the problem, thanks all!