4.5 skin shader incompatible with VR?

It looks like the screen-space SSS skin shader isn’t working with the Oculus (I’m on the DK2). Whenever I’m looking at something in VR that has the skin shader, all scene materials go black. When I look away from any objects with the skin shader, all scene materials go back to normal. I imagine this is a bug with how the screen-space solution is working for stereo. Any idea if this can be fixed?

Intel Corei7-2600K
Windows 7 64bit
GTX 780 - latest drivers
Oculus drivers and firmware most recent.

This has been here nearly a month and nothing. Not a peep. Hello?

Hello ,

I have a few quick questions for you pertaining to the issue that you are experiencing. These will help us narrow down what may be causing the problem.

Quick questions:

  1. Can you provide us with screen shots of the issue that you are having?
  2. Can you reproduce this is a clean project?
  3. If you can reproduce this issue; can you provide us with accurate steps to reproduce the issue?
  4. Have you tried this is version 4.5.1?
  1. I can later tonight, but I would say, give it a try. Just make any new skinProfile material and look at it in the rift. There’s nothing special you have to do to reproduce the issue. Unless this is working for you! Is it working for you?
  2. Yes, in any clean project, this is a problem. all materials turn black in VR, when a skin material is in view.
  3. That’s pretty much it.
  4. Yes, still a problem in 4.5.1

Hello ,

I just tried the level called Material_Nodes in content examples. There are materials in that level that have subsurface scattering. Those examples appear as expected. Could give those a look for yourself to make sure that we are on the same page? It is example 1.7.

I’m not referring to the old SSS materials. I’m talking about the new skin shader introduced in 4.5. This shader wouldn’t be in the content examples, unless you’ve actually updated them since 4.5.

Hello ,

I looked into the issue further and found that the new subsurface skin shader is not currently supported in VR. As of now there are plans to implement this in the future. I hope this answers your question.

Make it a great day

At least it’s known and being looked at. It seemed to be getting a cold shoulder. Thanks for the info.

How is this resolved? It still doesn’t work. Any news on if this has been addressed in 4.6?

Hello ,

This issue is marked as answered because this current answer is that it is not a bug and that there are planes to implement it in the future. That being said, there is not an exact date of release for this feature. Further updates will be provided as pertinent information becomes available.

I suppose, but that implies that the VR rendering pipeline is not really part of the toolset when any feature is released. I would love some attention paid to documenting whether a feature is VR-ready or not when it is introduced. How else can a VR developer determine if that version is useful to them?

I have submitted a request to the developers for further review to expound upon the release notes for new versions of the engine. In the request I asked that they state what would be “VR ready”. I hope that this helps.

Thanks! I also hope this issue (SSS in VR) can be addressed soon.