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Spot light shines through geometry

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unitedkingdom
Hi I
I am making a lighthouse. In blender I have added an animated spot light. On the land side I have opaque glass as in the screenshot but the spotlight
shines though it and lights up the cliff face behind it in MSFS. Is there a way of stopping the light shining through the opaque glass. (red in pic)
Thanks
Stinger

Lighthouse.jpg
 
I've got the same issue and haven't been able to rectify it no matter what I did.
 
I've got the same issue and haven't been able to rectify it no matter what I did.
Mmmm, tried various things now with no success so I am starting to think that it is something to do with the Blender2msfs exporter. Just a guess though.

If I find a solution I will update this post.

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I have the same issue no matter which light type (spot,area or point) I use...the lights are visible behind the structure either the structure is illuminated on the opposite side like it has somekind of transparency. However inside blender everything seems normal therefore I also believe it has to do with Blender2msfs exporter most likely.
 
...Exactly the same here,only difference is my lights are placed underneath the structure instead on top of it...Lights shine through the material and the whole structure is illuminated.
 
I probably did not express myself correctly, I meant the same thing. My lights are inside the tower and are illuminating the top structure through the roof. The most weird thing is that the roof isn't just a bunch of faces, it's a properly solidified 3d object. What I haven't yet tried is adding an environmental occluder object between the lights and the roof, chances are few but it might occlude the light as well.

EDIT: I have tried and confirm enviromental occluder object does nothing to the lights.
 
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I think I am done with trying to make the lights not shine through solid surfaces. I've come to the conclusion that the lights are made this way on purpose. If you noticed, the only source of light that casts shadows in a scene is the sun. All other lights do not cast shadows for performance purposes. This shining through is just that - lack of shadows. From now on I will just be baking my interior lighting to emissive textures and use the lights for outside terrain lighting only.
 
...Agreed.I'll experiment for a while with blender "spot" light options as it's the only type of light shining through structures as lowest as possible mostly due to the spot lighting specific characteristics throwing light only towards a certain point and the priximate area around it.Only thing is you have to try out several spot light settings inside Blender as these settings aren't implemented the best way possible in MSFS.In Blender the lighting effects as spot shape ,light intensity and the rest are always rendered way more beautifully than in MSFS after exporting.
 
EDIT: I have tried and confirm enviromental occluder object does nothing to the lights.
Good to know, because the idea of Environmet Occluder came to me too. But I have another idea ... :)

You can attach the Asobo lights directly to your model. And then I noticed this one setting, it is the "Force Back Faces only" option:

msfs_asobo_lights.jpg

But whether that refers to the shining through of light or whether that refers to the casting of shadows, I don't know. Didn't test it.
 
You said, that the lights are inside of the room. So the light is shining trough the backface? What if you model the interior with faces where the normals are pointing to the light?
 
You said, that the lights are inside of the room. So the light is shining trough the backface? What if you model the interior with faces where the normals are pointing to the light?
I thought that normals may be the issue so i solidified the object that the light is shining through so that the normals face toward the light but it made no difference .

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...in my case the lights where below a metal shade and the metal panels I used for the structure where double faced with the normals of each face towards the lights for the down part and the sun for the upper one.Even though the sun light isn't penetrating through the structure on the upper side the lights below the shade are shining through both faces and are visible from above exactly like the photo with the control tower above.As I said earlier the only "workaround" I found (if we could call it such) is to use the "spot" light option in blender and set it up in a way to not point towards the structure but rather elsewhere.As a spot light it's possible to do so by altering the spot angle and several other parameters however on the other hand it still emits a significant amount of lighting all around the intended area but not towards the unintended ones.
 
Good to know, because the idea of Environmet Occluder came to me too. But I have another idea ... :)

You can attach the Asobo lights directly to your model. And then I noticed this one setting, it is the "Force Back Faces only" option:

Hmmm... There is no such option in Blender's toolkit... Could you please test? This could be done by just making three extruded rects with a light put between two of them. In the sim you would then see if the light gets through to the third one. Something as simple as this:
1613871264150.png


I am also very intersted in how this light looks in gltf code too.
 
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...in my case the lights where below a metal shade and the metal panels I used for the structure where double faced with the normals of each face towards the lights for the down part and the sun for the upper one.Even though the sun light isn't penetrating through the structure on the upper side the lights below the shade are shining through both faces and are visible from above exactly like the photo with the control tower above.As I said earlier the only "workaround" I found (if we could call it such) is to use the "spot" light option in blender and set it up in a way to not point towards the structure but rather elsewhere.As a spot light it's possible to do so by altering the spot angle and several other parameters however on the other hand it still emits a significant amount of lighting all around the intended area but not towards the unintended ones.
The problem with spot light in Blender is that if you don't check the "has symmetry" checkbox, you will only see the effect of the light on the surfaces but not the light itself. If you check that checkbox, the light will be visible, but it will shine in both directions which means again through structures behind it...
 
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Maybe a 3dsmax user can give us a .gltf with just a spot light in it?
@Christian Bahr i think that you have max? Maybe you can export a spotlight that we can compare the file with the blender export?
 
Here's what happens with Asobo's spot light compiled from SDK SimpleScenery sample:

1613890507425.png


Shines right through the depicted textured object. Sigh. I created a zendesk ticket on this, today received a message that the bug is registered in their internal bug tracker. Let's hope for resolution some day.
 
Maybe a 3dsmax user can give us a .gltf with just a spot light in it?
@Christian Bahr i think that you have max? Maybe you can export a spotlight that we can compare the file with the blender export?
I've tried that out in every imaginable variation. But there is no satisfactory result:
msfs_sdk_asobo_lights.jpg


The only thing I can say is that the faces turned away from the light remain dark, as you can see in the picture on the right. The light nevertheless penetrates the object. Maybe you can achieve a result with flipped faces and the material setting Double Sided.
 
Maybe you can achieve a result with flipped faces and the material setting Double Sided.
It works! I did think about this yesterday and thank you for reminding me about it :) But! If you just flip normals of the whole object, then the light will not affect only the face which is turned towards the light, but all other faces will be lit. This is the configuration in which the light does not get to the third object:

1613903567469.png
1613903608787.png
 
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