I have a skylilght in my map. I want a directional light to simulate outdoor lighting but when I place one, the darkened areas go back to being very dark after a build. If I remove the directional light, the skylight works. Any fix to this besides not having one?
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Skylights not working with directional light
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Originally posted by mudcrab View PostNo it's not the skydome. The skylight works until I place a directional light. The shadows from the directional light remain pitch black.
It is a mesh and the light source when using a directional lights comes from outside of the entire map; so if you have the skydome casting a shadow, it block all the light creating darkness all over the map.
Edit: Also if you are just talking about shadows in general cast from the directional light, they will be pitch black with no other light source. Many outdoor maps will have about 8 directional lights, all of different intensities facing 45 degrees from each other to cast light in all directions. This creates an ambience and imitates the reflection of light off objects meaning that shadows won't be so harsh and will be more realistic.
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Okay I have a picture. Basically there's still darkened areas. It only works if I adjust it but if I do a full build it goes back to how it looks here..
http://www.flickr.com/photos/57057925@N08/5604871726/
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Almost every UT 3 could probably use a skylight, given the engine's lighting limitations. You should be using a directional light to cast light from the major light source (moon/sun/etc).
A skylight can still be used to fill in the dark places because lights don't bounce off "stuff" in the UT 3 editor. Just use a light color that is common or neutral and keep it's brightness very, very low.
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Originally posted by Odedge View PostAlmost every UT 3 could probably use a skylight, given the engine's lighting limitations. You should be using a directional light to cast light from the major light source (moon/sun/etc).
A skylight can still be used to fill in the dark places because lights don't bounce off "stuff" in the UT 3 editor. Just use a light color that is common or neutral and keep it's brightness very, very low.
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What type of level you've created? Additive or Subtractive? If i understood correctly, you are not using skydome/skysphere?
Then probably your map's sky is Subtractive which causes it to be lit as the Subtractive level.
Usually, Subtractive levels blocks directional lightning instantly after rebuild. I strongly recommend using skydomes with casting shadows - off.
Directional lights cast lightning on entire level. It seems that in case of Subtractive, everything is caught inside it's own shadow. Lightning is ''cut'' as soon as it hits polygon surface.
You could disable static shadows on that directional light, but this sometimes may ruin ligtning scheme or cause you extra-work on tweaking.
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