I can't seem to get a spot light to do anything other than be way too tight. I'm trying to make it a 90° outer cone at least with a 45° inner cone, yet anything over 45 (which might mean 90) just creates super hard parallaxed edges, and if I put the inner cone to 0° it helps a little, but... are the spot lights just broken? I'm trying to light up a tunnel and have always just used very tight cones and LOTS of lights but I doubt my CPU likes that, and it's just not the effect I want. I want a light on the ceiling, with a wide cone angle, and a nice penumbra. Instead I get this: --- Post updated --- Here's a picture showing a nice smooth penumbra but . . . virtually useless for what I need: --- Post updated --- I'd love to use POINT lights - a dev said, "don't they're not effecient" - and after a couple patches ago they no longer cast shadows, they do once again, but now the shadows they cast are broken and again, make the lights useless. --- Post updated --- last picture shows point lights making it look great, except lighting up the ceiling - because the shadows are b0rked - so although they look much better, they can't be used.
Point lights might work better for your case. Just try using a point light and see if it gives you the result you want. Never mind, sorry I didn't read that fully.
NP, thanks for trying to help though! I've decided to just do this for now, until I can get a better solution: --- Post updated --- Three hours trying to get spot lights working is a waste of my time. I need to get back to building and texturing the tunnel! =D
I've done some experimenting and found a possible solution. Add a point light and change the shadow type to dual paraboloid single pass, that seems to fix the shadows.
I see, sorry I couldn't help. You could also use a zone to change the ambient light colour so it looks more like a tunnel.
Again I'm trying to get the ceiling DARK but the rest lit up correctly. I think I'm going to just do texture tricks :'( I hate faking. . fake things! =D --- Post updated --- Unless it's something useful - such as this faked, global illumination trick I've used for years - you can see that it looks like the sun is bouncing off of the ground and up on to the ceiling, buuut it's not!
That looks great, I think as long as you don't change the time of day it should be fine. That's baked into the texture right?
That's not baked, it's a real light so that as you drive out of the tunnel the interior cabin also lights up briefly, more eye trickery schtuff. This engine loves dynamic lights, and I think the hit from one light is less than a 4K texture to simulate that, especially since the light isn't shadow casting. Apparently the engine can run 100s of lights without much of an impact, and so far with my 90+ real time lights, fps has dropped virtually 0! I just wish they'd SIZE correctly, or cast shadows correctly =D