Blocking outdoor ambient with invisible parts on future lighting

Sometimes you want buildings that have a thin ceiling for aesthetic reasons, it used to be possible to block outdoor ambient from showing through these ceilings by having a part with a block mesh with scale 0,0,0 (Obviously a bug but a useful one none the less).

Does anyone know if there’s a way to achieve a similar effect with future lighting?

Essentially I have a building with a 2 stud thick ceiling, but because of lighting voxels you can see outdoor light poking through it lighting up the top half of the room.

https://i.gyazo.com/f4aac1eb90477c22d0f6d1aea277f886.png

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Interesting observation with this, some people’s solution to this problem is to have invisible forcefield parts with a transparency of negative infinity, this tricks to rendering engine not to show the parts, but to still block lighting.
This is suggested on a few other topics. While this works, this is a bug, and it is also a bug which acts differently on different platforms.
https://i.gyazo.com/2ee7caafd0a78f1112fcbf6f0c955540.png
This first image shows how it is intended to look using the bug, light doesn’t go through the ceiling into the room below.

This is because of the invisible part shown here:
https://i.gyazo.com/98ac9a02c7597c393991a3c61305c602.png

Unfortunately, on Mac (I believe it is due to the user being on mac, I can’t see any other reason it’s working for some players and not others), it renders the part.
https://i.gyazo.com/e308793b13d9e36008fcf2dc08d006be.png

While I’m aware I shouldn’t be relying on a bug here, the fact it acts differently on different platforms is concerning.

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