The Building Support sub-category is intended for all development support relating to architecture on the Roblox platform. This includes questions ranging in difficulty from extremely basic to even the most technical of issues.
You may present your thread how you choose, but you are required to answer the following questions in your thread;
What are you attempting to achieve? (Keep it simple and clear)
I would like to achive a closed room with no light peeks from closed corners.
What is the issue? (Keep it simple and clear - Include screenshots/videos/GIFs if possible)
The light pass in-between the walls (I made the wall shadow red)
What solutions have you tried so far? (Have you searched for solutions through the Roblox Wiki yet?)
I searched in the roblox wiki, but the only solution was to increase the wall size when i canāt cause the walls are visible from out too.
let me explain.
I made a small āBlockā house with 1 door and 2 window.
In the corners of every wall the light pass anyway, making it look ugly and unrealistic.
Iām trying to put parts around the walls and roof to prevent the pass of the light in the house corners, but i canāt put invisible parts.
The sun is the one giving this light
Have you tried tweaking other properties in the Lighting object? Really though this looks like typical Roblox lighting issues, unfortunately.
I do remember reading that walls need to be a certain thickness to ensure light does not āpoke throughā them. But that could be with the legacy lighting, Iām not sure.
This is a common problem that I see in my games. It has to do with the surface texture causing the parts to not fit together completely. So thereās small gaps where the light can get through. Even though you canāt see it with the naked eye, the engine sees it by the decimal numbers. The best thing to do is have the parts slightly overlap each other so there is no gab. This solution seems to work for me.
To fix this, change lighting technology to Future or ShadowMap. Then, change both EnvironmentDiffuseScale and EnvironmentSpecularScale to 0. You must then change Ambient to 0,0,0.