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Simple Dynamic light

Discussion in 'Feature Requests' started by Ken L, Aug 4, 2016.

  1. Ken L

    Ken L Member

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    I wish there was an option where you could denote a mask polygon as a wall polygon as well. This would allow us to simply draw along the walls of buildings and call it a day rather than double-drawing both the walls as well as the interiors.
     
  2. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    hello Ken, not entirely sure I am following what you are getting at.. but, an Open wall does doubleback on itself (double sided) so only one wall is needed and servers to block light for both internal and external situations..
     
  3. Tay-Dor

    Tay-Dor Active Member

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    I think he might want a situation where you draw walls to enclose an area and it auto generates a mask within the enclosed area?
     
  4. Ken L

    Ken L Member

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    That's pretty much what I was suggesting Tay. DL only works when within a mask. Since a polygon closed wall is already an enclosed space; why not just have a unified wall/mask that can perform both functions on a single region as opposed to two?
     
  5. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    You should really think of a 'Closed Wall' as a solid object. Tho the idea of auto masking joined walls is an interesting one...
     
  6. Tay-Dor

    Tay-Dor Active Member

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    You wouldn't really want to enclose a room with a wall since you need to leave a open space for the doors.

    Might be nice if you could click in an area bounded by walls and it filled in a mask. Sorta like the paint bucket fill tool in any graphics program. The other side would be the "wall"

    Also makes me think it might be easier to merge edges and walls into one tool since they seem to do the same thing....stop light.
     
  7. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    Edges are for free standing elements such as columns or the like.. They function slightly differently than walls, and that will become more clear once some more work is done to them.
     
  8. Bloodwolf

    Bloodwolf Member

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    Tay, the big difference between walls and edges is that edges were intended to allow light through in one direction but not out. This feature had to be cut because of a Java light bleed problem where the lines turned. The same problem has shown up with doors too. Java for some reason can't figure out that just because we turned a corner it doesn't mean that we want a single open pixel that will allow light bleed. Mage Hand, the next iteration of d20 won't use Java so this will not be a problem.
     

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