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lighting in gear vr

Hello,

is there any particular restriction for lighting in Gear VR? I can get working only direct sunlight. Point lights are not visible. Is there some particular settings I am missing out, or I cannot use them?

Product Version: UE 4.10
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asked Mar 30 '16 at 11:52 AM in VR

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ocramot
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avatar image haruna Jul 01 '16 at 06:47 AM

For the sake of speed, if you can fake lights, you should fake lights. Here's one of my many fake lighting materials that work on mobile! If you start mixing in normal maps, you can get more detail.

alt text

avatar image Haoris Mar 21 '17 at 04:00 PM

If someone can tell me where should I use this material. On all my static meshes? Thanks

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2 answers: sort voted first

Ok, I created a new project using the FPS template, migrated every content from my previous project, and recreated the scene; the lights are working as expected. Still no idea what was wrong with my previous project though.

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answered Mar 31 '16 at 08:17 AM

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ocramot
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avatar image Hugues1965 Jan 12 '19 at 01:23 PM

Had the same problem, I did the same (moving my entire level to a new FPS project) but not much improvement, i can see some of the assets but in a very dim light. Spot lights are not showing although defined as Static and not dynamic.

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You can only use baked lighting (static lights) for Gear VR. Perhaps direct light source works as fully dynamic, but performance would be bad.

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answered Mar 30 '16 at 12:11 PM

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motorsep
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avatar image ocramot Mar 30 '16 at 12:20 PM

Forgive my ignorance, so DirectionalLights = static light, and PointLight = dynamic light? I can see in the Details panel that they both have "Static", "Stationary" and "Movable" mobility, but changing it doesn't seem to affect the light's behaviour on device.

avatar image motorsep Mar 30 '16 at 01:18 PM

There ya go: https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightTypes/index.html read up some docs about types of lights.

Any light can be of any type. I am just saying that every light should be static. If you make Direct light dynamic, you will get real-time shadows from it, but your game will be unplayable on Gear VR due to performance reasons.

Therefore all lights should be set to static type and lightmaps should be baked. You can not have dynamic lighting (at least with real-time shadows) on Gear VR.

avatar image ocramot Mar 30 '16 at 01:27 PM

Yes, I read the documentation of course ;) what I'm saying is that I tried setting a point light as static and baking the lights, but it still was not visible on device. I also tried adding a Precomputed Visibility Volume, but it did not work: the only light I could see is the direct light.

avatar image motorsep Mar 30 '16 at 01:32 PM

Maybe you are using unlit material ?

I used FPS template to start off with and lightmaps were baking fine for me. I added small point lights and they worked (for lightmaps).

Make sure to check static shadows on your point lights (or static lighting?).

avatar image ocramot Mar 31 '16 at 08:17 AM

Ok, I created a new project using the FPS template, migrated every content from my previous project, and recreated the scene; the lights are working as expected. Still no idea what was wrong with my previous project though.

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