Overshooting Light on Particles

Hey everyone,

I got a problem with particles lit by light sources.
In my case I want to display a lot of floating particles that should be lit up by different light sources (spot lights & point lights).

Somehow it seems that the light “overshoots” it’s boundaries which kinda kills the light cone effect I am looking for.

You can see what I mean on the screen shot.

Is it just a specific setting that I am not able to find or is it a hard coded “problem”?

Hey Picster -

I tried to reproduce this behavior and my particles are lighting as you are requesting. I tried both CPU and GPU particles because I was not sure which you were using. Can you check to make sure that you have your particle materials are set to Default Lit? Also let me know if you are using 4.4.3 or 4.5 Preview?

Let me know

Thank You

Eric Ketchum

Hell Eric,

thanks for your answer… but the issue is not yet resolved.

I have set the material to “Default Lit” (had it set before), did not change anything.

It works perfectly if the Material type is Opaque, but when using Translucent or Additive the light always overshoots.

I tried every check box and every setting I found, but with no change.

I am using 4.4.3

Hey Picster -

I was using a Translucent Material. I have attached my working project, can you test and see if you get the same results? (I set up a Matinee all you should have to do is Play in Editor or click and drag the spotlight in the level.)link text

Thank You

Eric Ketchum

Hello again Eric,

thanks for taking the time to reproduce and share the issue…
When I load your file I got the same problem… overshooting light.

I made the cone a bit smaller and stronger to make the effect more obvious:

Hey Picster -

Have you turned set Use Inverse Squared Falloff to False (unchecked)? If you have is the effect as extreme with it set to true?

Let me know -

Eric Ketchum

Hey there,

“Use Inverse Squared Falloff” has no impact on the problem.

Best

Picster

Hey Picster -

I have entered a report with our engineers to look into this issue, it is TTP# 349599. I will keep you informed as they work on it.

Thank You

Eric Ketchum