I put a spot light inside a semisphere made with blender…
Can’t understand why light is passing thru the mesh…I can see light both on the ceiling and on the floor…i shouldn’t see the one on the ceiling right?
I have the mesh render and filter…
I can i do?
Thanks.
Do you have a larger screenshot?
larger shot would def be nice,
i am interested in a solid solution for this also… ive semi banned using lighting within unity and am still working from lightmaps from 3d max because i just dont like how the lighting works within unity.
does this light have to be dynamic? maybe external lightmapping is a better solution for you
if that isnt your case a semi complex solution would be to set objects on different layers and change the culling mask of the light to only effect the layers you want
Just make sure that your semisphere mesh has poligons normals pointing to outside. Tested, works!
In blender u mean? Or in Unity? In last case where can i find it?
Check of the box “Attenuate” is checked, this will normally do the trick (if checked out by accident).
Looks like a point light and not a spot light, you sure it’s a spot light?
Always check the normals in your modelling application first. Later you can let Unity to calculate the normals in the FBX Importer component area.
Ok…found the problem, was a point light…but anyway, why a point light do this? Doesn’t it get the meshes???
Judging by your Screenshot, You simply forgot to turn on Hard/Soft Shadows on the Shadow Type section, I’m surprised nobody’s pointed that out yet.
Hard and Soft Shadows are enabled only if I set a Directional light, otherwise Unity said me the they are not enabled.
I change from spot to point to directional and it makes the same problem…
Normals are outside so it’s not that…
It seems like it doesn’t get the fact that is a mesh… or better it gets is a mesh but it doesn’t consider it all…
I took those image to explain better…
They are the setting of the light and the mesh around the light…
Go to: Edit > Project Settings > Player > and Switch Rendering Path from Forward to Deffered. Then you can use Spot Light Shadows and Point Light shadows.
Ehi!!!
Now it works!
Also for the point!
Thank u!!!
Your-welcome, Others should also read this topic, as it’s a common problem.
Or, you know, read the manual.
Haha, That’s so true…I Never do that …
mmm… useful information.
But aarrgh… what’s that crapy aliasing on edges with Deffered rendering ?
Did I missed something ?
My AA is setted at maximum, what happens ?
AA does not work in Deferred mode.
In Forward mode, shadows only work on 1 Directional light.
http://unity3d.com/support/documentation/Components/Rendering-Tech.html
hm… I just realized that soft light shadows for spot and point light will not work if you have an Orthographic camera on your scene…
Can any one confirm that please?