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Hash, Inc. - Animation:Master

Light Penetration


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Setting up the opening and closing scene for the Dance sequence, its taking part in the young mans bedroom at home.

Have made the model of the house and now trying to set up the lights in the chor.

The first problem is that the lights are penetrating the mesh and showing up where they shouldn't. Is there a way to avoid this ?

 

Screen shot 2014-08-14 at 13.59.59.png

 

This is the scene, looking down the stairs to the hallway. The light source, a Klieg light , is outside, to the right of the model, in the street ( its supposed to be a passing car ). As you can see the light cone is penetrating the mesh of the Hall wall and, in the upper left, that of the bedroom wall, seen through the bedroom door.

 

What I wanted to get, was the light coming through the windows of the front door and the bedroom window so there was a brief illumination of the scene before he steps into the hall way from the lounge and turns on the overhead light, then ascends the stairs.

 

Is it necessary to have a double thickness of the wall mesh or is there another way to avoid the problem ?

simon

 

 

 

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Is it necessary to have a double thickness of the wall mesh or is there another way to avoid the problem ?

 

 

This use to be an issue and I assume it still is.

The problem exists because in some cases the user will want light to shine through an object.

In your case of course you don't so building objects with double thickness tells the renderer to keep the light out.

 

We use to have a better explanation around here somewhere...

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When "darkness" is less than 100%, light is added to shadow areas so there are certain arrangements where it will appear that light is passing through objects.

 

If you need a shadow area to be less than completely dark, it is best to set the darkness of the main light to 100% and use a fill light from another angle to lighten up the shade area.

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Robert

Thank you for your reply and help. I tried some variations before getting your message and, 100% is best, as you say.

Still had a few glitches but got around those by double skinning the front wall and triple the side wall.

Going to Try a larger scale overnight.

this was the brief test at VGA.

regards

simon

 

Light Test.mov

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