Custom Oculus Home Lighting (and Blender 2.8)
I have been wrangling with a problem implementing emissive lighting on my textures in a custom home for the last week and am hoping someone can shed some light (pun intended).
I have 'Oculus_Wall' type textures working well, reacting to the Internal Lighting slider, but the same node setup on custom textures without the 'oculus' tag does not react to light sliders when I export as a glb from Blender 2.8.
I've come to a standstill after trying the following test. Using the 'Cafe' custom home example, I noticed that the wood textures used emissive light that reacted to the Internal Lighting slider. I imported the Cafe GLB into Blender 2.8, then exported it back out with no changes. This process stopped the wood textures reacting to the internal light slider.
I'm assuming this is probably a bug of the GITF implementation for Blender, but wondered if anyone has succeeded in implementing this variable lighting with a Blender workflow, and if so, what steps am I missing?
Any help, examples, or pointers to discussions on implementing lighting within Oculus home appreciated.
I have 'Oculus_Wall' type textures working well, reacting to the Internal Lighting slider, but the same node setup on custom textures without the 'oculus' tag does not react to light sliders when I export as a glb from Blender 2.8.
I've come to a standstill after trying the following test. Using the 'Cafe' custom home example, I noticed that the wood textures used emissive light that reacted to the Internal Lighting slider. I imported the Cafe GLB into Blender 2.8, then exported it back out with no changes. This process stopped the wood textures reacting to the internal light slider.
I'm assuming this is probably a bug of the GITF implementation for Blender, but wondered if anyone has succeeded in implementing this variable lighting with a Blender workflow, and if so, what steps am I missing?
Any help, examples, or pointers to discussions on implementing lighting within Oculus home appreciated.
