Author Topic: Lighting incompatibility with Voxeland terrain  (Read 1546 times)

ColtenT

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Lighting incompatibility with Voxeland terrain
« on: August 20, 2017, 11:19:13 AM »
I posted this issue over on Voxeland's bug reporting system, but I figured I would here as well.

With Tenkoku Dynamic Sky in the scene with Voxeland, any runtime editing of voxels will cause nearby chunks to be lit or unlit (not sure if it is lighting or not). Runtime editing of a voxel on the effected chunk will correct it, but also adversely effect its neighboring chunks.

Are there any settings I can look at or tweak to remedy this?

Attached is image of terrain.

Chingwa

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Re: Lighting incompatibility with Voxeland terrain
« Reply #1 on: August 20, 2017, 12:21:51 PM »
Hi ColtenT,
I'm really not sure, I've never used VoxelLand.  All I can tell you is that Tenkoku uses normal Unity lights, and doesn't do anything any other light wouldn't do in that respect.  Your screenshot seems like everything is still lit so I don't think it's related to lighting.  It's possible it's related to reflection probes, as Tenkoku does include one... you can try turning it off under the Configuration settings, and instead using your own (or none) if necessary.  However, usually in a dynamic/chaning lighting environment a reflection probe will be necessary.

I hope this helps some.  Keep me updated on what you find!