exporting any new light type from Blender doesn’t render in game
(yes, I’m exporting punctual lights, gltf contains them)
either parented or not to a mesh
documentation on lights is non consistent/non complete and/or Blender plugin is non consistent with 3ds
e.g. missing Kelving parameter in Blender, FastLight/Street Light, Advanced and SkyPortal Light non documented
They also don’t match the light orientation in blender. If i change the light to “spot” and make it shine straight down in blender it shines straight up in the sim.
So i have to flip every light for it to be oriented properly in the sim.
They’re not negatively scaled either. They just don’t match blender.
Lights definitely need looking into.
Actually @mamuDesign that may be why you’re not seeing them. I see you have the cone angle set to 90. If you flip them over or change the angle to 360 you might see them.
Haha, yhup. @FlyingRaccoon So the bug is indeed the mismatch between the sim and blender light orientations. When it’s fixed we’ll just have to flip them again i guess.
@Yasmine Did the blender exporter version change? I just installed the new core, the blender exporter still Version 3.5 and the lights are still backward.
Um ok. So the color temp chart means nothing?. I thought i could just set the kelvin and have the light would automatically be the corresponding color on the chart, with a seperate intensity parameter. Anyways, i like that you respond quickly. So i’ll ask this, when can we expect the next SDK build?
I’m confused now. Are we saying the Blender lights orientation is supposedly fixed, or just the kelvin temp issue? I’m not seeing either in my exporter, which I thought was up to date.
It is fixed. Make sure you turn on the include punctual lights. And you did convert them to the new MSFS24 light I assume?
The issue was with punctual lights on and after converting them to FS24 lights, their direction in the sim would be opposite to their direction in blender.