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Question by diggerjohn · Jul 23, 2019 at 02:34 PM · lightingrenderingmobilelightmapping

Oculus Quest and LightMaps

I can't seem to get my Lightmap data to show in Oculus Quest. Everything looks very flat, no detail. If I use real time lighting it seems to work fine. But of course I would prefer baked lighting for performance reasons.

Really would appreciate any insights, hints or direction. Thanks ...

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avatar image blackfox_studio · Aug 08, 2019 at 06:52 PM 0
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I have the same problem. Static objects get the light but dynamic ones are flat shaded

avatar image Bovine · Jan 13, 2020 at 05:04 PM 0
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Do the lightmaps show at all or is it that you lose *all normal and specular? If the latter, this is typical of lightmapping as you need to know the light direction for these things to be calculated. There are RN$$anonymous$$ lightmappers, such as bakery, but I'm having some trouble with that in the 2019.3 RC and the last time I tried it, it binned the performance on Quest

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Answer by Jonas-Svegland · Sep 10, 2019 at 06:48 PM

I also have the same issue. Any luck in solving it?

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Answer by bmoodyP3 · Sep 17, 2019 at 06:16 PM

When I bake lightmaps, I cannot load my scene at all. Has anyone else experienced this?

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Answer by diggerjohn · Sep 17, 2019 at 07:23 PM

Well if it is what I experienced ... I would bake and then load the scene and it was all black. I thought the scene was not loading. But it was ... and of course there were no lights because I baked and then turned them off. So it looked like nothing was loading. I finally gave up and very heavily optimized my scenes and went with minimal runtime lighting.

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