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Skarik 17 Dec, 2017 @ 9:04am
SteamVR Environment - Hammer - Glitching Lights
I've been having some problems with the lighting in a SteamVR Environment I'm building using Hammer.

My environment is a large external night-time cityscape with multiple high range overlapping light_omni light sources. When I have around 20 (or more) of these light entities placed they start to glitch and flicker, even when the light appearance is Normal.

I've got a small light_importance_volume around the walkable player area, and an env_combined_light_probe around the whole map, though I'm not entirely sure how the latter should be used (there's not much documentation on it!!).

Anyone got any ideas on what could be causing the lights to all glitch out?

Thanks!
Last edited by Skarik; 17 Dec, 2017 @ 10:27am
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Showing 1-9 of 9 comments
Rectus 5 17 Dec, 2017 @ 9:43am 
If they start to flicker, you probably have too many overlapping real-time lights. Either switching them to baked lights or making them overlap less should help. Note that the baked lighting is lit per-vertex only.

Env_combined_light_probe adds baked light sampling inside its volume to enable the baked light to affect dynamic entities, as well as adding baked specular reflections though a cubemap. You basically what to have at least one per area in the map, and more in areas with high lighting contrast.
Skarik 17 Dec, 2017 @ 10:10am 
Originally posted by Rectus:
If they start to flicker, you probably have too many overlapping real-time lights. Either switching them to baked lights or making them overlap less should help. Note that the baked lighting is lit per-vertex only.

Env_combined_light_probe adds baked light sampling inside its volume to enable the baked light to affect dynamic entities, as well as adding baked specular reflections though a cubemap. You basically what to have at least one per area in the map, and more in areas with high lighting contrast.

Thanks for the quick reply and your help!

Sounds like I might need a few more env_combined_light_probe s in my map then, as it's one large area, but with lots of light contrast between the lit-up buildings and dark spaces between.

I've suspected the issue was do to with the overlapping before, however in order to see all these light sources around the map from the limited moveable player area I've had to set their ranges up pretty high. I'm guessing though that I may simply be restricted by the capabilities of the Engine, if it cannot cope with this. I've tried changing Direct Lighting from Per-Pixel to Baked before and then Baking Lighting; it looks fine in the 3D viewport window, but when I Build and Run the map the flickering is still there. Any ideas there?

Thanks again for your help!
Rectus 5 18 Dec, 2017 @ 1:02pm 
Originally posted by Skarik:
I've tried changing Direct Lighting from Per-Pixel to Baked before and then Baking Lighting; it looks fine in the 3D viewport window, but when I Build and Run the map the flickering is still there. Any ideas there?

Can't really think of anything else that could be the cause. Maybe post the question in the SteamVR boards as well. I think the devs actively read that forum, not sure about this one.
Tiporari 27 Dec, 2017 @ 5:09am 
Too many dynamic lights with overlapping area of effect. Just as with two surfaces at the same position the textures glitch, dynamic lights will do exactly the same as the engine tries To determine which one will render for the surface in conflict.

Reduce the number of lights, play with the shape and range to give them each a distinct area of effect. Use dynamic lights only where needed.
soontekk 2 Mar, 2019 @ 11:31pm 
Ah so that's why, i was wondering about that.
Would env combine light improve the lighting in a room ?
I also have a large environment and a building, i think lighting could be improved
Rectus 5 3 Mar, 2019 @ 9:42am 
Originally posted by soontekk:
Ah so that's why, i was wondering about that.
Would env combine light improve the lighting in a room ?
I also have a large environment and a building, i think lighting could be improved

Yes, generally you'll want a box cubemap in every room with the bounds extending to the walls, and denser light probes indoor. The env_combined_light_probe_volume entity adds both a box cubemap and light probe capture settings.

At the moment the specular reflections indoor in your cabin enviroment reflect the outdoor area, like the shiny stove parts pick up the sky.
Last edited by Rectus; 3 Mar, 2019 @ 9:44am
soontekk 3 Mar, 2019 @ 10:10am 
Indeed that has been bothering me, like the table being to glossy because it captures the sky and not the interior.
Do these intersecting cube and lightmaps not cause problems ?
Rectus 5 3 Mar, 2019 @ 10:28am 
I don't think they do at least.
soontekk 3 Mar, 2019 @ 11:43am 
Trying in a bit to bake lights with a few of them :)
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