Forum Discussion
dimaryp
5 years agoHonored Guest
Basic sky reflections on the Quest?
Hi,
I've been experimenting and reading for several weeks trying to create a simple scene with a shiny object in which I can see the sky reflected, working on the Oculus Quest. I have not been able to get it to work, and I also haven't been able to confirm whether or not this is even possible.
Here is my basic setup:
I set up a basic VR template project in UE 4.25.3, and added the basic VR level to it (the one with the 'frozen room', sky sphere, and a bunch of geometric primitives in it). I set up the project options as per the Oculus Quest developer documentation. For good measure, I deleted all the primitives from the scene, except for a single cube and a single pyramid shape. I then applied the basic water materials (Ocean Water and Lake Water) to the two primitive shapes, and I made sure the water material on the pyramid was fully metallic.
Using the standard preview renderer on my development machine, this entire scene looks fine, and I can see the sky and the surrounding frozen room shape reflected in both the primitives, and on the room floor. I can also see these effects, albeit somewhat differently, if I switch to the Android 3.2 Preview renderer on my development machine.
However... on the Quest itself, I don't see the sky reflections anywhere. The metallic pyramid is pretty much black. I can see the reflection of the sun on the ground and on the two geometric primitives, but not the sky/clouds.
Here is what I tried to fix this:
P.S. I'm using Unreal Engine 4.25.3, installed through Epic Games Launcher.
I've been experimenting and reading for several weeks trying to create a simple scene with a shiny object in which I can see the sky reflected, working on the Oculus Quest. I have not been able to get it to work, and I also haven't been able to confirm whether or not this is even possible.
Here is my basic setup:
I set up a basic VR template project in UE 4.25.3, and added the basic VR level to it (the one with the 'frozen room', sky sphere, and a bunch of geometric primitives in it). I set up the project options as per the Oculus Quest developer documentation. For good measure, I deleted all the primitives from the scene, except for a single cube and a single pyramid shape. I then applied the basic water materials (Ocean Water and Lake Water) to the two primitive shapes, and I made sure the water material on the pyramid was fully metallic.
Using the standard preview renderer on my development machine, this entire scene looks fine, and I can see the sky and the surrounding frozen room shape reflected in both the primitives, and on the room floor. I can also see these effects, albeit somewhat differently, if I switch to the Android 3.2 Preview renderer on my development machine.
However... on the Quest itself, I don't see the sky reflections anywhere. The metallic pyramid is pretty much black. I can see the reflection of the sun on the ground and on the two geometric primitives, but not the sky/clouds.
Here is what I tried to fix this:
- Made the Sky Light 'static': this just made everything black on the Quest.
- Added a ReflectionCapture: looked great in the Android 3.2 Preview renderer, did nothing on the Quest.
- Set the aforementioned Spherical Reflection Capture to use a static cubemap, because I figured the capture might not capture the sky sphere. To be sure it was actually working, I just loaded a different-looking sky cube map image into the reflection capture. I saw that precooked sky reflected on all the objects in the preview renderers (both native and Android), but again... nothing on the quest.
- Is it at all possible to see the sky or a sky-like static cubemap reflected on a simple object on the Oculus Quest in UE4 without writing your own shader?
- If so, could you describe how to do this in a few simple steps?
P.S. I'm using Unreal Engine 4.25.3, installed through Epic Games Launcher.
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