Hi. I'm trying to manage 2 scenes at the same time, each with their own lights.
One is rendered on the whole screen, while another is rendered to a texture, drawn on the UI. In practise it's the outside view, and inside view of the cargobay of the vehicle. This part works fine.
Now to avoid outside lights from lighting inside (it has no windows) and vice versa I used setVisibilityFlags and setLightMask with 0x1 for the outside scene, and 0x2 for the inside, I set this flags on objets and lights. Both scenes are in separate render queues, outside is on default render queue ID, inside is on ID 51.
The 2 passes on the compositor are :
Outside :
pass render_scene
{
visibility_mask 0x1
light_visibility_mask 0x1
overlays off
rq_first 0
rq_last 11
}
Inside :
pass render_scene
{
visibility_mask 0x2
light_visibility_mask 0x2
overlays off
rq_first 51
rq_last 52
}
Items are correctly masked and drawn by the correct passes, but all are lit by all lights. Disabling forward clustered didn't change anything.
If I understood this post viewtopic.php?t=92405 correctly I don't need fine granularity because my objects are drawn in separate passes already. So what can I do, what I am missing, to make sure all objects are lit by the correct lights please?
Thanks
