Hey Tim Hobson!
Happy New year to you, sir! As promised, I’ve added another issue here, which I’m struggling to figure out. My scene is running Forward Rendering, and requires a lot of instances. For some reason, many of my meshes are creating rendering errors in the left eye of my Oculus CV1. We are using forward rendering, as well as Instanced Stereo. The error, however occurs on horizontal, top facing surfaces which leads me to suspect that it is the the Stationary Directional light which is the culprit, and that the highlights it creates are being sorted after shadows. We are using Cascaded shadow maps, as described in the VR Best Practices page.
I’ve added several images here to show this occuring…
Here is a shot of the issue as it occurs. Initially, I supposed this to be affecting instances only…
You can see here how the geometry is arranged. I took the selected chunks and returned them to standard static mesh placements and relit the scene…
We can now see a return of the light map failure to reassign on the rear chunk which is still an instance (Presumably this is now at LOD1) but the replacement of a non-instanced mesh in the foreground has done nothing to alleviate the issue with shadow sorting. This behaviour doesn’t seem to occur all the time or on all meshes, so I’m unsure what the common thread is. I daresay there’s a running cause, but I have been unable to figure it out. In the case of this offending mesh, I applied a different material instance, built from the same master, and this object subsequently failed to render!
Alas, we are now out of my element, and I’m not sure how to proceed. For now, I have switched back to a dynamic scenario while I continue to build out the level and under these circumstances the issue is not present.
Would appreciated any advice/insight.
Best,