Lighting Setup for Persistent Level with Sub-Levels for VR using Forward Render
Hi guys, I'm looking for a bit of advice on how to setup my lighting and reflections across my map that works well with VR and the forward renderer. I currently have a stationary directional light with a skybox on the persistent level along with my animated assets. Then each sub-level has it's own bunch of static point and spot lights, it's own lighting importance volume and reflection captures. However, I'm unsure how to build this as before my skylight would refuse to build, it would calculate the skylight radiosity which took about 4 hours, and then hit less than 1% before it read in the output log LIGHTS FAILED TO BUILD with no error or warning and swarm would stop. Which made me believe it could be to do with any of my lights on sub-level, lighting importance volume, reflection captures, atmospheric fog or exponential height fog. I initially bypassed this problem by building the lights on each sub-level and changing the directional light to moveable, which allowed me to cook and deploy a build, but severely brought my frames down. But when I tried the packaged out game I had somehow created a thunderstorm lighting effect where the directional light would flicker on and off, after attempting many other methods nothing changed this. Does anyone have any experience in this area that could advise me a method of setting up my lights so it works with the forward renderer and doesn't drop my frames? Thanks!
asked May 30 '18 at 02:34 PM in VR
one option I see here - build each level with persistent separately. so,
hope it would be useful.
answered May 30 '18 at 07:14 PM
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