Comments (5)
The fallback light should not be used as an actual light in your project. It is meant to be used as a debugging tool. Not sure what you really mean by this issue, you cannot attach the fallback light to meshes, so is this an issue with the fallback light you're seeing or one with replaced distant lights? I assume you're saying the fallback light has the same issue or something, but I am also not sure what you mean by "parameters flushed in ImGui".
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The fallback light should not be used as an actual light in your project. It is meant to be used as a debugging tool. Not sure what you really mean by this issue, you cannot attach the fallback light to meshes, so is this an issue with the fallback light you're seeing or one with replaced distant lights? I assume you're saying the fallback light has the same issue or something, but I am also not sure what you mean by "parameters flushed in ImGui".
The main issue is with replaced distant lights, they don't follow the transformation of their parent mesh.
I think the first occurance was with the dynamic sky for CoD 2 by tadpole3159 where he had to use a sphere light to the rotating skybox, because a distant light wouldn't rotate this way.
The latter is that I had a case where I can set sphere fallback light parameters in cheat engine and observe the changes in real time, while not with the distant light variant. I thought this could be related so I also included it as a side note.
"parameters flushed in ImGui" really just means "set in the ui", it works as intended when done through the ui, so I assume doing that does more than just setting the respective variables.
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Ah yes, obviously changing things with cheat engine is not going to work. When the light parameters change for the fallback light the light list needs to be refreshed and that is only done when a change is detected through the UI.
Anyways the other issue does sound like a problem as the USD transform should be part of how the light's direction is derived for replaced lights at least.
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Here's a short clip of the issue. The distance light doesn't get rotated along with the cube.
video
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I see, that missing updated orientation in the PR to fix this makes sense. Good catch.
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Related Issues (20)
- [Runtime Bug]: Regression of bug REMIX-2934; captured lights are flipped on x-axis HOT 2
- [Toolkit bug]: Objects tagged in the runtime as decal, sky or anything aren't selectable inside toolkit HOT 4
- [Toolkit feature]: Roughness strength slider/adjustment HOT 3
- [Runtime Bug]: Free-camera controls breaks after Ctrl+Esc is pressed HOT 1
- [Runtime Feature]: Adding keyboard inputs to Free-camera rotation (Pitch & Jaw)
- [Runtime Bug]: Each frame takes a really long time to render, game is unplayable HOT 2
- Cannot create mod
- [Runtime Bug]: Game freezing up when Auto-Exposure is deactivated
- [Runtime Bug]: The following Remix settings aren't saved/doesn't stick: HOT 1
- [Runtime Bug]: Flat Geometry and Broken Geo Hashes
- [Runtime Bug]: The Sims 3 Invalid Camera
- [Runtime Bug]: Regression in Game Compatibility Between Bridge Versions - Star Wars Republic Commando
- [Runtime Bug]: Regression in Perf, Input Response, and Stability Between Bridge Versions - Star Wars Republic Commando
- [Toolkit bug]: Most captured textures are completely broken when trying to use them in anything that isn't the Remix editor
- [Toolkit feature]: Stage Light View Radius
- [Toolkit feature]: Option to save Captures folder into Project directory folder
- [Runtime Bug]: Mass Effect 2 crashes on start
- [Critical Bug]: d3d8to9.dll that comes with Remix is faulty/malformed HOT 1
- [Runtime Bug]: Sonic Adventure DX RTX graphical issue on AMD 7900XTX
- [Toolkit feature]: Flashlight Feature HOT 1
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