place a polygon, facing down into a room, with a lightmtl on. it lights the room. if its close to the cieling, it casts a gi shadow on the cieling.
this still happens if the object is set to "invisible to camera" or "affect reflections and refractions" is disabled (obviously)
turnng off "recieve gi" doesnt help
and obviously, turning off "generate gi" or "visible to gi" will stop it emitting light.
thats all the options we have to play with.
i understand why it happens, and you can kinda reduce it near zero by putting a transparent material on the back face of your light emitting plane or whatever, but thats not a proper fix, and doesnt work completely for some reason.
- it would be good if the lightmtl shader had some way to kill this effect if required.
this still happens if the object is set to "invisible to camera" or "affect reflections and refractions" is disabled (obviously)
turnng off "recieve gi" doesnt help
and obviously, turning off "generate gi" or "visible to gi" will stop it emitting light.
thats all the options we have to play with.
i understand why it happens, and you can kinda reduce it near zero by putting a transparent material on the back face of your light emitting plane or whatever, but thats not a proper fix, and doesnt work completely for some reason.
- it would be good if the lightmtl shader had some way to kill this effect if required.
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