Wolfstorm Posted March 10, 2020 Share Posted March 10, 2020 (edited) I have this light leaking from the floor below in a shop I'm making: You can see it below the window on the left.Here is the light source. I tried to use a occlusion plane between the floors but it didnt work.Then tried a black plane, but still the light is leaking.The only way for not leaking would be to decrease the lighting radius. But then the room will be too dark, and there is a limit to how much lights you can put in the room. Is there a way to block this leaking? Edited March 10, 2020 by Wolfstorm Link to comment Share on other sites More sharing options...
maxarturo Posted March 10, 2020 Share Posted March 10, 2020 No shadow lights will light everything in its radius, the only possible solution is to: A) Replace the 'No Shadow Light' with a 'Shadow Light'. B) Make your 'No Shadow Light' "Portal Restrict" and separate those two rooms with its own "RoomBounds", this does not always work with 'No Shadow Lights'. Link to comment Share on other sites More sharing options...
thumbincubation Posted March 10, 2020 Share Posted March 10, 2020 You can click on the light bulb, hold S and shrink the radius down so it fits within the room it's supposed to be in. Then *I think* CTRL + ALT + S will let you change brightness the same way. I'm not where I can get into CK and double check on the ctrl/alt keys, but I think that's the combo. Link to comment Share on other sites More sharing options...
cumbrianlad Posted March 11, 2020 Share Posted March 11, 2020 Didn't know about 'portal restrict'. I'll want to have a look for that, myself! Ctrl + Alt + S does work to dim or brighten them. In the likes of WindhelmHjerim, Bethesda just seemed to put a light source in a similar position on the floor above, so that the light leaking is not noticeable to the player. You just have to be a bit careful with this that not too many light sources strike any one object, or else you can get flickering effects. If you reduce the radius of the light on the floor below so that it doesn't hit the floor above at all, that may look a bit naff on the lower floor with a bright patch and dark walls and ceiling. You could do this and use a brighter lighting template to compensate, if it looks daft. Link to comment Share on other sites More sharing options...
Wolfstorm Posted March 11, 2020 Author Share Posted March 11, 2020 (edited) No shadow lights will light everything in its radius, the only possible solution is to:A) Replace the 'No Shadow Light' with a 'Shadow Light'.B) Make your 'No Shadow Light' "Portal Restrict" and separate those two rooms with its own "RoomBounds", this does not always work with 'No Shadow Lights'. Its a shadow light in the second picture, which is leaking to the floor above.Now I'm using a no shadow light, but I dont know where I set the "portal restrict".Ctrl+Alt+S dont do anything to the light. Holding S while using the mouse can decrease or increase the radius. Edited March 11, 2020 by Wolfstorm Link to comment Share on other sites More sharing options...
maxarturo Posted March 11, 2020 Share Posted March 11, 2020 If it is a 'Shadow Light' then the only way it can pass through to the upper floor is to have the "light bulb" passing through the upper floor, "intersecting the upper floor". - Using a 'Shadow Light' is the best way to go. Stick with the "Shadow Light". - To see the "Portal Restrict" option you need to "Edit Base" the object. - I wrote in my previous post that, "Make your 'No Shadow Light' "Portal Restrict" and separate those two rooms with its own "RoomBounds". There is something more to this to make it work (a crucial detail), that i can't recall right now, and i can't check it because i'm out of town on business. Link to comment Share on other sites More sharing options...
cumbrianlad Posted March 11, 2020 Share Posted March 11, 2020 Wolfstorm, good to see you still at it! To adjust the brightness of any light do the following... Hold Ctrl + Alt + S down with one hand, then position the cursor over the light. The cursor must be over the light and not selecting anything else. Hold down the left mouse button and move the mouse up to make it brighter and down to make it dimmer. You'll soon see when you have it right. Just remember that small brightness tweaks up or down have a big effect in-game! Try it and test for sensitive areas. With all due respect to Maxarturo, I don't think 'Portal Restrict' is going to help in this specific situation. Maybe Maxarturo can elaborate on this for us, since I've not seen it. My guess is that it restricts the light from a light object, so that it will only shine through 'portals' placed on 'Room Bounds'... those blue cubes you can see when you enable portals and rooms. With the type of cell you are making, portals and rooms are not really an option for optimization. You need to use 'Occlusion Planes' to stop the game rendering stuff on another floor. I don't think occlusion planes block light sources. I think they only stop static objects entirely beyond them from rendering. If it's not a big issue for you, you could do this like I have for my current player home. Make the downstairs a separate cell linked by a trapdoor. If this way is no good to you, try to see if you can put other lights on the floor above to mask the light 'leaking' from the floor below. Link to comment Share on other sites More sharing options...
Wolfstorm Posted March 11, 2020 Author Share Posted March 11, 2020 (edited) I tried the roombound option, but this shop is a single piece, so I had to make two boxes, one covering the third floor, and another covering the other two floors. Then I put two portals in this same place, where the stairs end on the third floor: This was the end result in CK: two blue boxes and two portals. However, I had rendering issues on the transition between the two portals, at the end of the stairs, something like this: I thought this would be worse for the player than to have a small light leaking, so I decided to cover the leaking with beds and curtains, and also put another candle nearby: Anyway, thanks for the tips. I didn't know about this roombound feature before. Edited March 11, 2020 by Wolfstorm Link to comment Share on other sites More sharing options...
maxarturo Posted March 11, 2020 Share Posted March 11, 2020 (edited) "Roombouns" must cover the whole mesh in it. When a Roombound cut/intercepts a mesh even a little that mesh will be excluded from rendering. Also, are the Roombounds linked to the Portal ?, if not then you will have rendering issues. For what i can also see from your pic you had already placed a light in the "the floor issue", so maybe you didn't had a problem to beggin with. Edited March 11, 2020 by maxarturo Link to comment Share on other sites More sharing options...
Wolfstorm Posted March 11, 2020 Author Share Posted March 11, 2020 (edited) Yes, I solved it putting another candle in that floor, so that the light from the floor below would not be noticed. The beds and curtains are also hiding the leak.Before there was only a external light source, which would come from the windows. Edited March 11, 2020 by Wolfstorm Link to comment Share on other sites More sharing options...
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