[Closed] Lightning for VR mobile devices
We have been experiencing some issues when building light in our level... we keep getting bad results from shadows even being casted from a lightbulbs or emmissive surfaces...
i add some captures we took to show the trouble... can you suggest us some way to fix this??
We tried amplifying the most important faces in the UVs, giving to the lighninbg channels more pixels (2K) and also modifying the lightmass parameters on the direct and indirect lightning...
PD. the result when previewing on PIE is perfect... but the problem comes when we preview with android shader. alt text
The question has been closed Nov 28 '16 at 10:20 PM by AndrewHurley for the following reason:
The question is answered, right answer was accepted
It looks like lightmap quality issues on Mobiles(Android) those use LQ_Lightmaps rather than HQ_Lightmaps.
HQ lightmaps has lighting brightness putting in alpha channel that has much higher quality than LQ that put same thing in RGB and compressed as DXT1. When you switch between SM5 and Android preview on PC it switches the type of lightmaps as well.
Uncompress lightmaps definitely will help. You can toggle off the flag of Compress Lightmaps in Worldsettings to enable it. But meanwhile it will significantly increase the weight of lightmaps
Blurring the lightmap actually helps too. That means smaller lightmaps actually has less bending issues than higher res ones with low quality texture compression. Also you can tweak Indirect Light Smoothness setting in World Settings to get lightmap "blurring" too.
From aritistic point of view, higher frequency texture patterns could help hide the artifacts better than even looking patterns , you might also need to aware of this.
answered Nov 28 '16 at 10:19 PM
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