david.todd Posted August 10, 2018 Posted August 10, 2018 Is there a way to disable environmental lighting on a material? We have been unable to get viewport masks or shadow masks to stop the sunlight from lighting our mesh. We have a very long tunnel (4km) in our world that needs to be dark unless lit by a dynamic light attached to our vehicle. A mesh box around the outside of the tunnel has been added to cast shadows, however we are limited by the shadow distance of the sunlight leaving a brightened area of tunnel beyond the 500m we have set. Currently we are using black AO map applied to the tunnel interior material to darken the effect of global ambient but the sunlight continues to very subtly light up the sides of the tunnel too. Cheers, David.
sebastianbah Posted August 10, 2018 Posted August 10, 2018 Hi David, You may try to bake lighting in your tunnel using Voxel probe object and Bake lighting tool. Also, check that the light attached to vehicle, should be in Realtime mode (Parameters -> Lights* tab -> Common: Mode) to get the dynamic lighting from the vehicle. More detailed information in docs here:https://developer.unigine.com/en/docs/2.7.1/objects/lights/voxelprobe/https://developer.unigine.com/en/docs/2.7.1/editor2/bake_lighting/ Thanks!
david.todd Posted August 16, 2018 Author Posted August 16, 2018 The issue we have is that the interior of the tunnel is always being lit by the sunlight. see attached image. The light area halfway down the tunnel is the shadow distance in the render settings. Thanks.
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