Light bleeding under wall
I'm trying to figure out why there is light emitting on the floor under the smaller wall? ..the wall with the red light behind it?
I'm just using a standard point light.
www.pyramid-of-wisdom.com/light_leek.jpg
www.pyramid-of-wisdom.com/light_leek2.jpg
Notice also that I have the walls snapped to the grid at the floor line:
www.pyramid-of-wisdom.com/light_leek_grid.jpg
The wall that has the light bleeding under it is perfectly seated to the floor and against the left room wall (with no gaps).
I've tried converting the BSB brush to a mesh.. (converted mesh not shown in the image) it didn't fixed the issue. Is there a property I need to set in the brush, or the light actor itself?
EDIT:
I found that if I make the wall really thick, it fixes the issue. I made it a 4 foot thick wall.
What if you're building a house with thinner walls, how do you set a thickness to block static light out?
EDIT2:
I was able to get closer to the results I needed by increasing the light mass resolution on the left wall texture and floor. ..and also building in production mode which took forever.
There's still some light getting though, but it's much better. I still don't understand why this happened. This wall was built in the UDK as a BSP brush and then I converted it to a mesh.
www.pyramid-of-wisdom.com/light_leek_better.jpg
I'm lost on what else to try.
I'm trying to figure out why there is light emitting on the floor under the smaller wall? ..the wall with the red light behind it?
I'm just using a standard point light.
www.pyramid-of-wisdom.com/light_leek.jpg
www.pyramid-of-wisdom.com/light_leek2.jpg
Notice also that I have the walls snapped to the grid at the floor line:
www.pyramid-of-wisdom.com/light_leek_grid.jpg
The wall that has the light bleeding under it is perfectly seated to the floor and against the left room wall (with no gaps).
I've tried converting the BSB brush to a mesh.. (converted mesh not shown in the image) it didn't fixed the issue. Is there a property I need to set in the brush, or the light actor itself?
EDIT:
I found that if I make the wall really thick, it fixes the issue. I made it a 4 foot thick wall.
What if you're building a house with thinner walls, how do you set a thickness to block static light out?
EDIT2:
I was able to get closer to the results I needed by increasing the light mass resolution on the left wall texture and floor. ..and also building in production mode which took forever.
There's still some light getting though, but it's much better. I still don't understand why this happened. This wall was built in the UDK as a BSP brush and then I converted it to a mesh.
www.pyramid-of-wisdom.com/light_leek_better.jpg
I'm lost on what else to try.
Last edited: