#the lights at the ceiling are mixed
1 messages · Page 1 of 1 (latest)
Hmm it's not apparent to me from the view where the light overlap is happening
I expect the debug view would show the excess light as red
Could show both
Note that light overlap is determined by light range
So the cones of the lights are not allowed to clip into each other which might happen here if they extend far below the floor
i did try that
It looks like they are kinda overlapping here, but I'd guess the discrepancy is that they aren't overlapping according to gizmos?
yeah
I'm not familiar with this specific corner case but it kinda looks like the lightmapper treats them like conical spot lights
oh
Perhaps pyramid shape is not supported
Those gizmos are pyramid light gizmos though
so its a bug?
i thought it was normal it usually goes from sphere to that shape after enabling shadows
Hmm right
I think it's unclear UI
Realtime lights have to be spot lights, whether they be area lights or pyramid spot lights in name
Baked area lights don't have to be, so they give you the pyramid shaped gizmos
So the result is that it's both pyramid shaped area light and a conical spot
But the conical spot is not visible in that mode
Ah right
So I'd have to mess around and guess with the range to help the spot light?
Or is there a newer version of unity with that fixed
Not that I've seen
I guess you could do that, but you probably should use spot lights here
Conical specifically
Alright
I've just been using area lights everywhere because they seem to work better for me/give off just better lighting but similar to how point lights do
But I guess spots could work since it's out in the open
Conical spots have a "radius" property that you can use to match with the size of your area lights
Since your fixtures are smallish squares, the difference will not be significant
And so there's not a big advantage from them being area lights, while spots are much easier to deal with especially when Mixed