Just wondering if anyone else is getting weird flickering in the left eye on DBuffer Decals in HTC or Oculus DK2/ CV1 in 4.11.2 the decal on the left is with the DBuffer Translucent while the decal on the right is just Translucent decal. problem with just the translucent decal on the right is it does not work without direct light hitting it and the DBuffer decals are now flickering in the left eye of the HTC . its a lose lose situation
I am happy to hear that you have resolved the issue that you were experiencing. I will be converting your last comment to an answer. If you would still like further assistance with this issue, please feel free to reopen this issue by posting a reply and I will be happy to help. Be sure to include any additional information you may have.
I am also experiencing the same issue, be it with the DBuffer Translucent or just the simple translucent. Here the decals on the left eye are weirdly pixalating in and out of existance:
@apStory. Translucent decals wont render unless you have direct light on it. Not sure if there is a light in your scene? do you have a light in there as baked lighting wont work unless it is DBuffer Translucency.
I do have several lights in my scene, and you can see that the decal correctly renders in the right eye, but not the left. Changing the blend mode to DBuffer Translucency results in the same issue.
what HMD are you using, and UDK Build like 10. something or 12.3? also DBuffer Translucency only works when “Stereo Instancing” is turned on. At least that what has been working for me and others. Though translucency should work if there is direct lighting on the decal. have you tried putting a opacity map in the material? Also you mentioned “Stereo Instancing” brakes other things…Like what in particular is it braking? could you repro the steps. Sorry for all the questions. Just want to see how I can help.
So I did a test in 4.11.2 with the HTC . created a Blank Project. then made a new material and changed the marital domain to defuse decal with deal blend mode to translucent. I hooked up one of the textures with an alpha in it to the base color. it seams to work fine. can you verify this, by doing the same test?