LightProbe , WorldEnvironment, DirectionalLight

Godot Version

4.6 Stable

Question

I’m trying to more understand how to affect interior and exterior by orienting normals and utilizing general Light nodes .

So I did small test with Blender made simple scene where I cut hole in cone and place cone inside cone with normals facing inside ( representing interior ) and placing in in scene and start messing with CullMask , VisualInstance Layers .

Of course making exact measurement with boxes for not typical sized rooms ( interior ) be difficult so placed those inside meshes on visuallayer3.

but when adding omni_light to test it it won’t make brighter the inside, also how could I set this up to have dark room, but passing a bit of light through this cut hole ?

  • Inside mesh normals flipped
  • visual layer separated from outside mesh to 3
  • worldenviroment don’t have cull_mask setting so I have added ReflectionProbe
  • Reflection probe affecting only layer 3
  • Omni_light cull Mask 3, caster Mask all , Visual Instance 3

Is there way to set this up ?
Purpose is to have interior which is not affected by DirectionalLight or WorldEnvironment , and pass only some light through hole/window inside .






Update - I found potentially the solution to use Negative boolean for light so this could probably works to reduce light inside the building or specific areas from environment .

Update - Tried implementing this in scene with cabin, but it giving some right doggy results

Also one more thing : as I have extra viewport for weapon with camera on visual layer 2 , how could I affect it in affected building ?

Essentially issue is how to stop environment light stop affecting inside of cabin ?

Disable ambient light for interior materials.

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