09 September 2004, 04:31 AM
For the Geometry: Build things like walls as closed, three dimensional forms, the way they really are. Walls with no thickness would always cause problems. Group things intellegently - like westwallgroup with the west wall and all attached windows, doors, fixtures, etc. That way you can link or unlink lights to them when needed.
On the lights: Use spot lights, focused just on the area they need to illuminate, and make sure the dmap bias is appropriate to your scene scale. If you're using photon mapping, sometimes you need more photons in order to get them small enough. Thicker geometry can help with that, though.
09 September 2004, 05:24 AM
Those are some nice suggestions jeremy, I'll have to give them a try in the future.
For a quick fix, I just create a blocker poly plane. What I mean by this is; where every I see internal light leaking in, I just add a poly plane between the exertior light and the exertior wall. It pretty much always fixes the problem.
Hope this helps.
01 January 2006, 04:00 AM
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