inverted shadows on close geometry

NHunter

14-03-2006 15:19:01

Is there any special rule at time to create any geometry on max? i noticed that any object (edit poly or editmesh) that is near to close (i.e: walls of a house in one piece) produced inverted shadows when a light is in.

Other example,a lamp,the head of a lamp,when the light is out the "cavity" shadows are right,but when in,shadows inverted. The object as no errors,is open,is no more that a lamp XD.

Looks like ogre create an invisible "bounding box" that affects this way.
For example in a simple wall this problem not appear,but when there is a house with all walls attached,this happens,a light in the "interior" zone of the mesh (i said "interior" because i only talk about attach walls,neither floor or roof,no,only the walls),causes inverted shadows.

PD: build edges list and tangent vectors is on.

thx

edit: i think this image explain it all.

NHunter

15-03-2006 12:32:25

using 3dsmax 7 SP1 + oFusion release 02-03-06
maybe a bug? <-- i hate say that XD

Lioric

15-03-2006 16:46:41

The room should not cast shadows, remove the casting shadows for it

Omni lights can produce that artifacts when inside the BB of an object, try with directional lights

Evak

04-06-2006 07:34:50

yeah I'm having this problem too. Does seem to be an omni light issue, is this likely to be fixed?

Directional lights arent realistic when you have bare lights spilling through doorways etc.

I'm assuming that it's actualy an ogre shadow problem than an ofusion one?

Lioric

05-06-2006 16:47:18

This is a shadow type issue (its related to the technique used by the shadow algorithm)

Test with spot lights, or change the geometry so the light is never inside the object