Comments (7)
Hi @D-Tunez , a couple questions to help us reproduce:
- Does this only happen to "distant" lights? And are you able to tell us how distant?
- What kind of light are you creating? And any other specifics to your situation.
If you're able to give us an example mod file that shows the issue that would also be helpful. Thanks!
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@nxkb as far as I know, this happens only with distant lighjts. However, in another scene I don't have this issue, so it doesn't happen all the time.
With distant light I mean this one:
This is the light I made:
I attached it to the skydome
I added the mod.usda. Is that enough or do you need something else too?
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Based on my testing the Distant light's direction is consistent at least in the Remix Sample app, so I suspect this may have something to do with this specific game. There are some known issues with light directionality, though they only affect Rect/Disk lights using shaping right now, so it shouldn't affect this as far as I know.
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@anon-apple it shouldn't but it does. In the discord more people see this happen in their games
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It was an issue for call of duty games (cod4/5) as well (~ December 2023) and I was about to second this. Just noticed that it seems to be fixed now. Distant lights in-game look the same as they do in the toolkit.
One thing that is still off, that might be related to this issue:
The fallback distant light direction within the runtime doesn't match the direction I have to set in the toolkit to achieve the same look.
Fallback light direction: 34.6 -22.2 -38.4
Using the above light direction on a distant light in the toolkit lights up the underside of the map
The direction needed that somewhat match the look of the fallbacklight: 141 22 82
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Hello! Will you please test this on the latest release and let us know if the issue persists? Thank you!
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Hello! Will you please test this on the latest release and let us know if the issue persists? Thank you!
The issue still persists (latest nightly). Ingame:
Disabling Left Handed Coordinate System before taking a capture does not change that.
The distant light in-game is an actual light spawned via d3d9 (so not the fallback light via remix)
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Related Issues (20)
- [Toolkit feature]: Speed up Ingestion Processes / Parallel Processes Optimization HOT 3
- [Toolkit feature]: Texture Manager HOT 2
- [Toolkit feature]: Enhanced Skybox Support HOT 4
- [Toolkit feature]: Increase AI Upscaler Speed HOT 2
- [Runtime Bug]: Decal sorting issue (decals added as reference) HOT 3
- [Runtime Bug]: Game geometry begins to "deteriorate" over time when anti culling is enabled (Sonic Adventure DX 2004 CD) HOT 4
- [Runtime Bug]: Latency Stats Window glitches out every other second HOT 1
- [Runtime Bug]: Regression of bug REMIX-2934; captured lights are flipped on x-axis HOT 2
- [Toolkit bug]: Objects tagged in the runtime as decal, sky or anything aren't selectable inside toolkit HOT 4
- [Toolkit feature]: Roughness strength slider/adjustment HOT 3
- [Runtime Bug]: Free-camera controls breaks after Ctrl+Esc is pressed HOT 1
- [Runtime Feature]: Adding keyboard inputs to Free-camera rotation (Pitch & Jaw)
- [Runtime Bug]: Each frame takes a really long time to render, game is unplayable HOT 2
- Cannot create mod
- [Runtime Bug]: Game freezing up when Auto-Exposure is deactivated
- [Runtime Bug]: The following Remix settings aren't saved/doesn't stick: HOT 4
- [Runtime Bug]: Flat Geometry and Broken Geo Hashes HOT 1
- [Runtime Bug]: The Sims 3 Invalid Camera HOT 1
- [Runtime Bug]: Regression in Game Compatibility Between Bridge Versions - Star Wars Republic Commando HOT 1
- [Runtime Bug]: Regression in Perf, Input Response, and Stability Between Bridge Versions - Star Wars Republic Commando HOT 1
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