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Posted

Has anyone ever solved the problem of directional light getting through walls and lighting up the opposite wall. It happened in le2 and its still the same in Leadwerks 3. You can rotate the light to avoid one building but very often it then lights up another building. if a room has windows its ok but it shines through walls too.

amd quad core 4 ghz / geforce 660 ti 2gb / win 10

Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++

Posted

Hello,

 

I'm new to this forum but I wanted to ask the same question. I'm using the leadwerks 3 trial and light is shining through walls (see screenshots attached). Is this still not fixed in the latest version?

 

9s3f7xvz.png

 

25nap8o8.png

 

nv87er47.png

 

Thank you.

Posted

Making walls thicker is ok for castle walls but cottages don't have walls 6 feet thick.

amd quad core 4 ghz / geforce 660 ti 2gb / win 10

Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++

Posted

If those brushes are using a dynamic lighting shader, the light would not cast shadows in 3.0. You can use a lightmapped material, calculate lighting, and it will cast shadows.

 

3.1 will use a deferred renderer, so the behavior is more natural like you would expect:

 

 

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