- Messages
- 18
- Country
I've ran into an issue when exporting a building complete with Point and Spot Lights into the sim using the latest Blender2MSFS Toolkit. The building object and the lights set in blender are set to cast shadows, and are of course on a day/night cycle. I've tried various different methods to get this to work, but to no avail. I also tried using an asobo light, however the light bled through, just like it does on blender exported lights.
My issue is that while they show correctly in blender and the light doesn't pass through a surface, when exported into the sim, light seemingly passes through surfaces as if they weren't there. Attached is an example of what I mean (e.g. spot light from above balcony passing through the material.
During the daytime, shadows cast fine.
Here is the model in blender, with shadows correctly cast
I've looked on the Blender2MSFS Wiki and it states that the Parameters supported for export are
Are there any material properties that would need to be changed to stop light going through them? Any advice would be much appreciated.
My issue is that while they show correctly in blender and the light doesn't pass through a surface, when exported into the sim, light seemingly passes through surfaces as if they weren't there. Attached is an example of what I mean (e.g. spot light from above balcony passing through the material.
During the daytime, shadows cast fine.
Here is the model in blender, with shadows correctly cast
I've looked on the Blender2MSFS Wiki and it states that the Parameters supported for export are
- Color
- Power
- Shape-size (cone angle for spot lights)
Are there any material properties that would need to be changed to stop light going through them? Any advice would be much appreciated.
Last edited: