phil.marcks Posted December 3, 2015 Share Posted December 3, 2015 lightmasks in 2.1 not working?seems like they only disable the shadow , but not the actual lighting. Link to comment
silent Posted December 4, 2015 Share Posted December 4, 2015 Hi Phil, I'm afraid this is known issue for now. Can't say when it will be actually fixed (probably in 2.2. or later SDK versions). Unlike forward rendering, deferred rendering don't have any significat performance drops with large amount of lights in the scene (however, shadows can cause such performance loss, so they will be disabled). Do you have a particular use case where you will need to disable lights on specific objects? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
phil.marcks Posted December 4, 2015 Author Share Posted December 4, 2015 thanks for reply!usecase for example when shading vehicle.want some extra lights for exterior to make specific specular on paint, but should not affect ground nor interior.especially when using lights without shadows,.. - they will lighten all interior parts, same with lights for interior of vehicle,.. they should not affect exterior parts.kind regardsPhil Link to comment
silent Posted February 24, 2016 Share Posted February 24, 2016 Hi Phil, I'm afraid such use-case only possible for objects that rendering in Forward pass (try to set Opaque Forward option in Material Settings -> Common -> Transparency). Deferred objects will behave different - shadows will not be rendered, but the lightning itself will (it's the limitations of deferred rendering). Sorry for the inconvenience caused. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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