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Compositor lights and solid objects.

An exciting "new" option in FlightGear, that includes reflections, lightmaps, the particle system etc.. A lot is yet to be discovered/implemented!

Compositor lights and solid objects.

Postby StuartC » Wed Feb 24, 2021 12:16 pm

Experimenting with Compositor based lighting.
I notice the light shines through objects ( An internal light can be seen illuminating the ground outside and skin of the aircraft ).
how do I stop that ? I have reduced the intensity and range of the lighting but its still doing it.
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Re: Compositor lights and solid objects.

Postby erik » Wed Feb 24, 2021 12:47 pm

I haven't tested this but could setting the aircraft mesh to two sided solve this?

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Re: Compositor lights and solid objects.

Postby StuartC » Wed Feb 24, 2021 1:00 pm

Just tested the 2 sided idea. Nope no difference.
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Re: Compositor lights and solid objects.

Postby erik » Wed Feb 24, 2021 1:05 pm

Too bad, then I think it is best to ask on the development list since I think it would be a valuable option to be able to constrain the distance within a mesh. If this is possible at all since as I understand it it is implemented i a hackish way for speed reasons.

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Re: Compositor lights and solid objects.

Postby wlbragg » Wed Feb 24, 2021 7:08 pm

Yeah, I discovered this early on and the only way I know of to fix it is turn the effect on only when in an interior view, legoboyvdlp's idea when we were considering using it in the c172p. We opted not to use it for interior dome lighting because we have the light-maps for that and all it really did was add more and different light to the already existing light-maps.
I think the light-maps are a much better solution for the interior. Also the compositor lighting doesn't cast shadow so even with the fix of only having it on when in interior view doesn't change the fact that the light cast where it doesn't belong, like under the seats or in the shadows.
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Re: Compositor lights and solid objects.

Postby TheEagle » Thu Oct 13, 2022 4:34 pm

I know this is an old thread, I just stumbled over this and wanted to make sure that anyone coming across this knows that this issue has (partly) been solved - Compositor lights still don't make shadows, BUT - at least you can have a dome light in your cockpit without the skin of the fuselage being illuminated (it will still shine onto the ground, through the fuselage) - looks like a simple normal check was added.
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Re: Compositor lights and solid objects.

Postby Avionyx » Wed Nov 29, 2023 12:49 pm

]Hi All,

I'm currently trying to address an issue with a compositor light and it spilling through some solid objects.

http://images.avionyx.co.uk/uploads/FGD ... 113838.png
http://images.avionyx.co.uk/uploads/FGD ... 113656.png

As you can see the landing lights are in the main gear well and are casting light through the main fuselage into the cockpit.

Does anyone have any guidance on how to fix this, assuming it can be of course?

Many thanks,
Alex
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Re: Compositor lights and solid objects.

Postby TheEagle » Wed Nov 29, 2023 3:12 pm

Right now the only way is to turn them off when they are in the gear well.
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Re: Compositor lights and solid objects.

Postby erik » Wed Nov 29, 2023 3:37 pm

Also, sometimes it might be possible to place them a bit forward in the light beam to circumvent these problems.

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Re: Compositor lights and solid objects.

Postby Avionyx » Wed Nov 29, 2023 4:43 pm

Thank you for the replies, much appreciated.
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Re: Compositor lights and solid objects.

Postby Avionyx » Wed Nov 29, 2023 4:57 pm

Sorry to reply to my own post but is there a better way to do landing lights and the such to avoid these problems? Should we be using a different type of light?
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Re: Compositor lights and solid objects.

Postby TheEagle » Wed Nov 29, 2023 5:21 pm

No, it's the best we got ATM if you want your landing lights to cast a shine on the runway.
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Re: Compositor lights and solid objects.

Postby erik » Thu Nov 30, 2023 9:44 am

I was thinking, it would probably be possible to add a nolight hint to the shader, similar to noshadow tag but for not illuminating objects.

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Re: Compositor lights and solid objects.

Postby MariuszXC » Thu Nov 30, 2023 9:56 am

But then how would you distinguish between the sources of light you want and those you do not want?
I agree that inside of a cockpit looks weird with that landing light, but you would still want lights and shadows from environment light sources...
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Re: Compositor lights and solid objects.

Postby erik » Thu Nov 30, 2023 10:26 am

For cockpit lights you have light maps, which is the preferred way anyhow:
https://wiki.flightgear.org/Howto:Multi ... l_lightmap

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