demostenes Posted February 3, 2015 Posted February 3, 2015 This should be easy to reproduce: create sun, volume box, assign default shaft material, under some view angle shafts are not rendered properly: http://www.endor.cz/demo/shafts.png Btw, is it possible to create light shafts without sun (world light)? I my use case projector light would be far better, I dont want to have world light source, It is not good for dungeon.
silent Posted February 4, 2015 Posted February 4, 2015 Hi, Are you using volume_fog_base material with Falloff option enabled? I'm afraid we need more details for reproduction: such as material settings, world settings, HDR / glow / MSAA options. A simple test scene with all settings would be great. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
demostenes Posted February 4, 2015 Author Posted February 4, 2015 Hi, Are you using volume_fog_base material with Falloff option enabled? I'm afraid we need more details for reproduction: such as material settings, world settings, HDR / glow / MSAA options. A simple test scene with all settings would be great. Thanks! I am using volume_shaft_base (default settings). Well, I can prepare something...
demostenes Posted February 4, 2015 Author Posted February 4, 2015 I found out, that under some circumstances this is caused by object having mesh_reflection_cube_base material visible through light shafts. I prepared test scene, where issue works, but after export to stand alone project not. So I have to dig deeper.
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