Hi Patrice, and thanks Heiko!

> There is a detail that I do not manage to sort out, though.
> The effect looks great at day : http://imagebin.org/82128
> but at night, it tends to fill the lit area with grey, overwriting the
> ground texture : http://imagebin.org/82129

Yes, that is an issue, and it is because this "light" is rendered as
kind of an post processing effect. Basically, the current blend mode
just adds the light's color to whatever there is on the screen. And
during night it is mostly black which results in only the light's color
showing up.

I tried with multiplying the existing color values, but again, because
there is just black, the result is not physically correct (the otherwise
hidden details will not become visible).

I don't know if the only real solution is to use real lights for
"critical" lights as Tim suggested, but that is not possible at the
moment. I will try to investigate if I can find some way around this.


> my light cone matierial is as follows : MATERIAL "DefaultWhite" rgb 0.2
> 0.2 0.2  amb 0.2 0.2 0.2  emis 0 0 0  spec 0 0.5 0  shi 64  trans 0.2

This is ok, but I would rather use "rgb 1 1 1 amb 1 1 1" (white cone)
and "trans 0.8" which means the cone is almost invisible. The trans
works the opposite of normal alpha, at least to my experiences.

Only the rgb or amb material is used, the others should have no effect.

Hope this clears things up, Lauri
--
Lauri Peltonen
lauri.pelto...@gmail.com


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