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2 MAJOR iOS Lighting Issues

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    2 MAJOR iOS Lighting Issues

    We have run into 2 serious lighting issues with the iOS. We're currently running the September 2011 build of the UDK.

    The two problem stem from a couple of settings we use a lot:
    bAllowLightmapCompression
    and
    bAllowSignedDistanceFieldShadows

    Both settings cause different bugs:

    bAllowLightmapCompression
    1. Set bAllowLightmapCompression=FALSE

    2. Open the default scene and build the lighting
    3. The scene will look fine in the view port (both PC and mobile previews)
    4. Run the game in mobile previewer

      Yikes! It looks as if it's inverting the shadowmap/lightmap

      We've been producing Arch-Viz scenes with the 2011-04 build without compressed lightmaps and they looked awesome and ran well on the iOS devices (Very small areas), but now we seem to need to need to turn on the compression and it's far too ugly to use for production.


    bAllowSignedDistanceFieldShadows
    1. Set bAllowSignedDistanceFieldShadows=False
    2. Again, open the default scene and build the lighting
    3. Looks fine in PC mode...
    4. but in the mobile previewer...There's NO direct light from the DominantDirectionalLight that's in the scene


      This bug has been a minor issue for us since the iOS merge earlier this year and persists as of the 2011-09 build (sorry for not reporting it earlier )


    (NOTE: I am downloading 2011-11 now and will test in there within an hour)
    UPDATE: This is still happening in 2011-11

    #2
    BTW, I have the following settings enabled in the editor (toggling them does nothing to fix the issues listed above)


    Also, yes, these issues appear in similar fashion on the iOS devices as well.

    Comment


      #3
      First render doesn't look that bad to me, but you'd have to test on the actual device and see what it looks like. The mobile previewer doesn't always look the same as it would look on the device.

      EDIT: Btw, that map won't work correctly on mobile anyways since it's using advanced features that aren't available on mobile

      Comment


        #4
        Darthviper>
        Thanks for the input, however I have to disagree with almost everything you've said:
        1) The first render's shadows colors are inverted. This is about as significant as you can get as illustrated by the more obvious example below:

        2) The map DOES run on the mobile devices and DOES exhibit the same issue(s):
        This should look like the one above (Red shadows)

        And this one is demonstrating the lack of direct light (as well as the color inversion as these should be blue shadows)

        Comment


          #5
          It's not inverted, the opposite of blue is yellow, not red. If it were inverted it would have a bunch of other issues.

          And I didn't say it wouldn't run on mobile, but that it wouldn't look the same, for instance notice the sky is completely different.

          To me, it looks like there's some type of color modification going on, but I wouldn't know what's specifically causing it.

          In the other case where there's no direct lighting, I'd suggest just not using that setting.

          Comment


            #6
            Not sure what you are not seeing Darth. In the editor, the shadow is red. In the mobile previewer, it is blue. All without any changes. That is a HUGE discrepancy.
            One would expect to see at least some result that is vaguely similar between the 2 view ports...not something that is FAR from similar. This is a problem.

            Comment


              #7
              Oops, double post

              Comment


                #8
                Originally posted by darthviper107 View Post
                It's not inverted, the opposite of blue is yellow, not red. If it were inverted it would have a bunch of other issues.

                And I didn't say it wouldn't run on mobile, but that it wouldn't look the same, for instance notice the sky is completely different.

                To me, it looks like there's some type of color modification going on, but I wouldn't know what's specifically causing it.

                In the other case where there's no direct lighting, I'd suggest just not using that setting.
                Well, it's HUGELY different than intended or displayed in PC preview or Mobile preview, so whether it's inverted or color shifted is irrelevant, it's simply wrong, not even close. Maybe I wasn't clear enough above. I'm not saying that the entire frame buffer is inverted, but the LIGHT-MAP is inverted/color shifted. (The .ini settings are the biggest clue that it's light-map based as is evidence like this.


                Who cares about the sky map? We're talking light-map color. The map works exactly as expected on the device and clearly demonstrates the issue isn't editor-bound.

                PS the opposite of red is actually green :P

                Comment


                  #9
                  Yeah, the fact that the shadow isn't coming up as green proves it's not inverted. My points are that perhaps it might be something wrong with that map rather than some type of bug. Testing with a different scene would show whether it's a bug or not.

                  Originally posted by Tearl View Post
                  Not sure what you are not seeing Darth. In the editor, the shadow is red. In the mobile previewer, it is blue. All without any changes. That is a HUGE discrepancy.
                  One would expect to see at least some result that is vaguely similar between the 2 view ports...not something that is FAR from similar. This is a problem.
                  What are you arguing against? I never said anything about not seeing a problem, since obviously there is one?

                  Comment


                    #10
                    Darth> We actually discovered the BUG in our production maps and have traced it back to this issue (as I stated in my first post). We have done a good deal of work on our end to prove this is a verifiable bug. Unless you have a scene or SOME evidence other than conjecture that this *isn't* a bug, I don't think any of this is terribly constructive and serves as a distraction to the issue at hand.

                    Comment


                      #11
                      Well, I can only work with the information you give. Turning down advice isn't terribly constructive either.


                      In any case, I've tested myself and I'm not getting the issue you're having. I've set both of those settings to False in the BaseLightmass.ini and UDKLightmass.ini files and it still looks fine. Even tested on an iPad and I'm not getting those issues.

                      Comment


                        #12
                        What build of the UDK are you running?

                        Comment


                          #13
                          Tested here, I'm getting the same issues so it's not just you.

                          Darth: Did you rebuild lighting before testing?

                          Comment


                            #14
                            November 2011

                            Did I modify the correct config files?

                            Comment


                              #15
                              I'm using the October build.
                              Notice, in the mobile previewer, that the shadows are so cool (blue) and blown out instead of what they are supposed to look like (warm and soft). With "emulate mobile features" on, the lighting is way more similar to what it is supposed to look like (though lower quality). Obviously, I can't deliver a PC and iOS app with such a disparity in lighting...
                              First image, in editor, no post effects, baked lighting.


                              Second image, in mobile previewer, same everything...I just hit the mobile previewer button.


                              Third image, in editor with "emulate mobile features" selected.

                              Comment

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