Hey all,
As you can hopefully see in the pic below, I'm having a problem with light from a sky shader "bleeding through" patch meshes which are close to the sky. (The problematic patches are the trim pieces near the sky in the shot) Does anyone have any idea what could be causing this and how I would go about fixing it? I'd appreciate any input.
Yeah, well I just wanted to clarify which game I was posting about (before they clicked the topic) for people since there have been a lot of Q4 threads lately.
Is your caulk hull mitred? I know this sounds silly, but sky lights can leak through un-mitred edges, if an un-mitred edge happens to line up on an axis that is shared by visible geometry.
Not that it makes any difference, but you miter where it's not needed. Hard to explain, but the two lower left brushes doesnt need to be mitered on the bottom and far most to the left. The same goes for every other brush like that.
Thanks for the help guys. I ended up fixing the problem with a combination of "capping" the bevels like rgoer suggested, clipping the sky brush to approximate the curve of the bevel, and filling in the top corners with caulk brushes.
I'm a bit late, but you might consider creating those curves like this instead:
by making the undersides from caps and 2 brushes, you save some tris, and as a side benefit light wont leak down through the patch (because the caulked brushes are in its way.
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