Comments (8)
I've tracked the issue down to the KHR_texture_transform
changes in Cesium for Unreal 2.4.0. Particularly the way normal textures are transformed. I still haven't figured out why this breaks on Quest specifically, but I can at least offer a workaround for the time being - under CesiumForUnreal/Content/Materials/Layers
open ML_CesiumGltf.asset
. Scroll over to the section where the normal texture coordinates are transformed:
And change the graph to ignore the transformation node:
This, of course, disables KHR_texture_transform
support for normal maps, so it's not a permanent solution, but it should help you get unblocked while we continue to investigate.
from cesium-unreal.
@azrogers That fixed it! Thanks a lot for your support!
from cesium-unreal.
Hi @AmrAbuElyazid, thank you for opening this issue.
You mentioned "rebuilding the project from scratch multiple times to isolate potential settings causing this issue". Can you describe what you've tried in more detail? It can help us narrow down the issue when we try to troubleshoot this.
from cesium-unreal.
Hi @j9liu
Thanks for getting back to me.
I've isolated the issue to Cesium's terrain by creating empty projects with Unreal's VR and blank templates, building and deploying with and without Cesium to Meta Quest 3. The issue appears once Cesium is included in the project.
Here's what I've experimented with so far:
- Lighting settings (dynamic/static)
- Tried Lumen as global lighting with dynamic lights
- VR-specific rendering settings (anti-aliasing, Temporal AA and MSAA)
- Cesium optimization settings (LOD, occlusion culling, etc)
- Forward shading and differed shading
- Instanced Stereo in Rendering (On and Off)
- Following recommendations to disable dither fade (see #1104).
- Experimenting with Cesium SunSky with the mobile setting enabled, and comparing it against Unreal's default SkySphere.
Despite these efforts, the terrain tiles continue to render black only on the Meta Quest 3, while the project works as expected on PC. I hope these details help in narrowing down the potential cause of this issue.
Looking forward to any suggestions or insights you might have.
Thank you.
from cesium-unreal.
Just to update you on where things are at @AmrAbuElyazid - while we don't yet have a Quest 3 around the office to test with, I was able to replicate your issue using the provided project on the Quest 2. I'm digging into it now, and I'll keep this issue updated with my findings!
from cesium-unreal.
@azrogers Thanks a lot, looking forward to hearing your inputs!
from cesium-unreal.
@azrogers Thanks a lot for prompt response!
I've tried your suggestion but it seems to be the same on my meta quest 3.
I've tried it in both the sample project I linked and in my main project that I am working on, but to no avail, the terrain is still black.
from cesium-unreal.
As it turns out, this seems to have been the same issue that #1225 was addressing for iOS devices - that is, for some reason, 1x1 textures on mobile just get sampled incorrectly. I've merged #1225 which just upscales our default textures to 4x4 instead of 1x1, which fixes the issue on my end. Please give the latest version of main a try and let me know if it works for you too! @AmrAbuElyazid
from cesium-unreal.
Related Issues (20)
- CesiumSunSky atmosphere pop in at high elevations HOT 4
- Point clouds render incorrectly on iPhone HOT 1
- Line tracing does not hit the earth properly in UE 5.1. HOT 6
- When Georeference at "True Origin" mode,Cesiumsunsky's light direction is incorrect!
- Publish Doxygen documentation online on release HOT 1
- Can this plugin add a flat satellite base map? HOT 1
- Add ambient light at nighttime HOT 5
- Quest 2/Android build: Unable to parse EXT_structural_metadata extension (or perhaps any extension?) HOT 5
- about RasterOverlayComponent's MaterialLayerKey :OverlayN HOT 2
- Customize material for change default texture (flashes white blicking) HOT 2
- Was WMTS removed in 2.4.0? HOT 1
- White pixel flickering artifacts with "DitherFade" material layer HOT 3
- Keyboard input - Can't move forward and up at the same time
- Add support for 3D Tiles Styling Language HOT 2
- Add compile support for Unreal Engine 5.4 HOT 13
- The flow level already has a Georeference, but GetDefault Georeference will still generate a Georeference in the main level, which should not be HOT 1
- Collision mesh doesn't get culled at low LODs HOT 3
- Windows -> Linux cross compile fails (lld is not built with zlib support) HOT 1
- Add CI support for Unreal Engine 5.4 HOT 1
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from cesium-unreal.