The rapid global spread of artificial light at night is causing unprecedented disruption to ecosystems. In otherwise dark environments, street lights restrict the use of major flight routes by some bats, including the threatened lesser horseshoe bat Rhinolophus hipposideros, and may disrupt foraging. Using radio tracking, we examined the response of individual female R. hipposideros to experimental street lights placed on hedgerows used as major flight routes. Hedgerows were illuminated on one side over four nights using lights with different emission spectra, while the opposite side of the hedge was not illuminated. Automated bat detectors were used to examine changes in overall bat activity by R. hipposideros and other bat species present. R. hipposideros activity reduced significantly under all light types, including red light, challenging a previously held assumption that red light is safe for bats. Despite this, R. hipposideros rapidly adapted to the presence of lights by switching their flight paths to the dark side of the hedgerow, enabling them to reach foraging sites without restriction. Red light had no effect on the activity of the other species present. Slow-flying Myotis spp. avoided orange, white and green light, while more agile Pipistrellus spp. were significantly more active at these light types compared to dark controls, most probably in response to accumulations of insect prey. No effect of any light type was found for Nyctalus or Eptesicus spp. Our findings demonstrate that caution must be used when promoting forms of lighting that are thought to be safe for wildlife before they are tested more widely. We argue that it is essential to preserve dark corridors to mitigate the impacts of artificial light at night on bat activity and movements.

I have modeled a corridor in Blender then exported it to UE4, then i added a ceiling lamp mesh and placed a point light inside it. The result is not bad but i want to make it look more realistic. How can i achieve a better lighting in conditions like corridors, dark rooms etc?


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Corridors of Darkness are unpredictable pathways that interlink the worlds of the Kingdom Hearts universe. The Heartless use these extensively to reach other worlds, as do members of Organization XIII, their subordinate Nobodies, and many other characters. These pathways are formed out of Darkness, so it is unsafe for a normal person to travel them, because the constant use of these corridors would corrupt one's heart. However, the Heartless and the Nobodies don't have to worry about this, since the Heartless already have corrupted hearts, and the Nobodies do not have hearts to corrupt. However, one upside to this is that it provides a faster means of travel than the Gummi Ships.

Other characters who have used these corridors include Riku, Namin, DiZ and even Pluto. Of these, only Riku, Namin and DiZ have been responsible for summoning the portals, and only those lacking hearts to corrupt (Nobodies), and those who are darkness (Heartless) aren't affected, with two noted exceptions; According to Nomura in the Director's Secret Report XIII, Riku and Mickey aren't affected by darkness at all, due to some "secret similarities". Ironically, in the first Kingdom Hearts, after the faceoff in Neverland, Riku's heart was significantly weakened as he carelessly used a Corridor of Darkness to return to Hollow Bastion. Nomura goes further to state that DiZ and the Beast can successfully use the Corridors of Darkness, and perhaps open them, due to their particularly strong feelings or hatred. Furthermore, despite Sora having used the Corridors of Darkness several times before, he has not used them frequently enough to allow the Darkness to stain his heart, and the influential power of Darkness depends on the strength of a person's heart.

Dark corridors are particularly important at this time of year when female bats give birth to a single baby, called a pup, and need to eat a lot of insects to produce enough milk to feed their pup. Dark corridors can provide a vital lifeline and help bats move across otherwise fairly inhospitable landscapes.

During the planning stages of developments, Vistry aims to look for opportunities to have low-level lighting, dark corridors, to install additional bat boxes and create wildlife-friendly habitats to help all wildlife. While bats and their roosts are already legally protected and need to be taken into consideration in any building work, Vistry is aspiring to go beyond the required legal mitigation.

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Anyway, enough gushing. Suffice to say that the last in the series smacked us squarely in the gob, and to sample the third in the series so soon is a very good thing indeed. This time around, the game focuses on Heather, a "gentle teenager" who on a routine trip to a shopping centre has her life "turned upside down", with the brightly lit walkways suddenly turn into a hideous, dark "brooding" place. And guess what? Vile twisted malformed creatures lurch out of the shadows to scare the bejesus out of her. How inconsiderate.

Apparently, Silent Hill 3 "represents a huge advance for the groundbreaking horror series". And we're hoping to find out for ourselves very soon. With "incredible aesthetic detail" bringing the game's dark corridors and blood stained rooms "to life". It will, of course, feature the usual selection of insane "drunk director" camera angles, although out of all the survival horror games we've ever played, Silent Hill deals with the spooky angles thing far better than its more successful rival Resident Evil.

My visit to the Dialog Museum in Frankfurt, Germany, a small establishment within a busy metro station, showed me things that we would never see in the light. In the lightless corridors of the museum, I experienced the vulnerabilities of blindness.

The guide takes you through a dark corridor showing how to count money, cross the road, take the train, and much more, all without sight. Not seeing for 45 minutes has shown me the struggles of the person clutching onto a white stick, tapping it repeatedly against the asphalt trying to navigate.

The Silent Hill games are especially good at this, and have made me feel even more ambivalent about hospitals than I already did. Hospitals are stressful places to begin with, but Silent Hill 2 also visits places as comfortably mundane as apartment buildings, a nightclub, a historical society, and even a bowling alley, all of which it imbues with terror. A brief scene in a cemetery turns out to be a rare moment of safety. Though eventually Silent Hill 2 descends into a dark underground prison, its horrifying finale is saved for somewhere else: a holiday resort on a lake. e24fc04721

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