Forum Discussion
nickzucc
13 years agoProtege
UDK Left vs Right Eye Lighting Difference
Just got my Rift today and I am having a lot of fun. One of the levels that I have been creating in anticipation of the Rift has a major lighting issue. There is a huge discrepancy between the lighting of the left and right eye. I don't believe that this is a shadow issue, but it might have something to do with the amount of fresnel that I have on many of my materials.
UDK_Level_LightDiff_001.jpg
Has anyone seen something to this effect yet? Any ideas as to what might be causing it?
I rebuilt all of my lighting using Lightmass with the latest Rift build.
Thanks for any help you might be able to give.
UDK_Level_LightDiff_001.jpg
Has anyone seen something to this effect yet? Any ideas as to what might be causing it?
I rebuilt all of my lighting using Lightmass with the latest Rift build.
Thanks for any help you might be able to give.
8 Replies
Replies have been turned off for this discussion
- mccollinsdesignHonored GuestWeird, Not sure if its a lighting issue, or a texture issue. On the far left, the tops of the cabanas seem to be getting enough light, but the diffuse of the textures seems to be missing. I can still see the the normal maps, but no diffuse at all. Same with the far wall on the edge of the water, seems to be getting enough light, you can see the normals, but no diffuse.
The statue at the end of the bridge seems to be the only thing consistent between both screens, can you get a close up of it to see if its the same? Maybe check your lighting channels, and see if the statue has a different one?
Try dropping a semi bright spot light facing the ground, and compare in both eyes. - nickzuccProtegeMc, thanks for the response. I tried addind a dominate spotlight in an area and the lighting seems to be a bit more consistent in that area.
I noticed most of my objects were set to staticMesh only so I also included the dynamic lighting channel as well.
My main light is a dominateDirectional and it is set to effect all the main lighting channels.
So this is still a mystery as to why this is happening.
I might have to rip out lighting for the entire level and rebuild from scratch to identify what the problem is.
Thanks again for the advise! - nickzuccProtegeSo I ripped out all the lights and rebuilt. It has something to do with the DominantDirectionalLightMoveable that I am using. I need to work a bit more to figure out what is causing this light type not to work.
I have seen some other treads talking about disabling the shadow for a light type, I'm not sure if it is this one but I'll start looking into this to see if this is the problem. - nickzuccProtegeSo I actually converted the DominantDirectionalLightMoveable to a DominantDirectionalLight and rebuilt the lighting, everything is OK now. I just wanted to post the findings in case someone else ran into this issue.
- cyberealityGrand ChampionInteresting findings. Good to hear you found a work-around.
- nickzuccProtegeThanks cybereality. I have things looking pretty good now.
I have noticed some minute shading differences with fresnel, there might also be minute differences when you use tge fake DX11 Subsurface scattering.
I also had some smaller objects that were producing an odd glistening in far off distances. For those objects I only had one UV set and was using it for the lightmap index. I had to make a unique uv set and the up the light map resolution and rebake. I think this problem had to do with mipmapping.
I am noticing even small minute shadding diferences in your left vs right eye has a big effect in the rift. Our brains pick up on this offending differnce and produces a slight annoying effect that feels like a gnat that is in your face and you cant get it to leave you alone. Very small but very annoying.
These problems will be solved, but it is funny, we are all babies trying to figure out how to operate in our new dimension! :) pretty cool place to be. - IGameArtProtegeWhat post processing chain are you using, your screens are far more crisp than mine and i can't pinpoint what's causing the apparent down sampling in my udk applications. Could this be a fault of my hardware not being up to par?
- nickzuccProtegeIGameArt, I know we talked about this in private, but just in case someone else is looking for the answer to your issue, go to this thread and follow the advise that is given to get a higher quality look out of the rift in UDK:
https://developer.oculusvr.com/forums/viewtopic.php?f=44&t=225
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 26 days ago
- 23 days ago