Flickering Lightmaps in Rift?
Hey guys, I'm having an issue with the Rift and lightmaps that I never had before. I'm using the most recent SDK.
I have everything lightmapped inside an interior I'm working on. And some emissive self-illum items that tie into this. Now, previously I had a couple instances of my lightmaps flickering to brighter, more contrasty versions of themselves if my head was in a very specific angle. Then today I got a more dramatic glimpse. I set some of my self-illum items to have much higher light emissions than they did previously. Re-baked. Entered scene. And now when this flicker happens, the lightmap briefly shows how light they SHOULD be, (i.e. blown-out whites from super-emissive objects). but only if the Rift camera is facing very specific angles, otherwise it snaps right back to a much more toned-down version.
This is a different issue than each eye displaying different contrasts. This seems to be the lightmaps displaying differently based on what exact position the OVR Camera Controller is facing.
I was able to replicate it while running on my main monitor and screencap it! Here's the difference. First image is how it looks walking around now, and the second image is what it randomly snaps to, and I believe what it snaps too it the more accurate one that I should be seeing, but don't see until the Rift is at one of these weird angles.
http://i.imgur.com/XRFvufP.jpg
http://i.imgur.com/Y7lloZG.jpg
Aaaaand caught it in the editor, different for each eye for a millisecond: http://i.imgur.com/jw6Ti5Q.jpg
Now, if I turn off my main directional light, things appear overblown. So these are the lightmaps, flat, BEFORE other light & shadow affect them. It's almost like that main light is flickering out of existince based on where my head is aiming. It will be on, then half of one degree to the right, and it flickers off.
Has anyone else had this issue?
I have everything lightmapped inside an interior I'm working on. And some emissive self-illum items that tie into this. Now, previously I had a couple instances of my lightmaps flickering to brighter, more contrasty versions of themselves if my head was in a very specific angle. Then today I got a more dramatic glimpse. I set some of my self-illum items to have much higher light emissions than they did previously. Re-baked. Entered scene. And now when this flicker happens, the lightmap briefly shows how light they SHOULD be, (i.e. blown-out whites from super-emissive objects). but only if the Rift camera is facing very specific angles, otherwise it snaps right back to a much more toned-down version.
This is a different issue than each eye displaying different contrasts. This seems to be the lightmaps displaying differently based on what exact position the OVR Camera Controller is facing.
I was able to replicate it while running on my main monitor and screencap it! Here's the difference. First image is how it looks walking around now, and the second image is what it randomly snaps to, and I believe what it snaps too it the more accurate one that I should be seeing, but don't see until the Rift is at one of these weird angles.
http://i.imgur.com/XRFvufP.jpg
http://i.imgur.com/Y7lloZG.jpg
Aaaaand caught it in the editor, different for each eye for a millisecond: http://i.imgur.com/jw6Ti5Q.jpg
Now, if I turn off my main directional light, things appear overblown. So these are the lightmaps, flat, BEFORE other light & shadow affect them. It's almost like that main light is flickering out of existince based on where my head is aiming. It will be on, then half of one degree to the right, and it flickers off.
Has anyone else had this issue?
