A few things, how do I get rid of that pattern of “light circles” (for lack of a better term) on the wall? I use a pointlight and de-elevate the parenting part to be in the middle of the room, that way both the ceiling and the floor can be adequately lighted. But then it forms those light and dark spots on the wall.
Also, how can I reduce the reflectivity of the floor by significantly? I tried using the settings of the part, even setting the reflectivity to 0 but to no avail.
BONUS: While you’re at it, could I receive a few tips on how to make the hallway overall more visually appealing?
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is the floor set to “Smoothplastic” by any chance?
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Yes, but smoothplastic is the only way to make the set texture to be most dominant, as far as I am aware.
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that may be the reason it is having those light reflections
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Do you… know how to fix it? Anything that isn’t smooth plastic mixes with the texture I put there.
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try “Plastic” and see if the “light circle” reflection problem is fixed
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The light circle problem is with the walls. The over-reflectance problem is with the floor.
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Try reducing Brightness and Increasing Range, see if that would work for you.
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This works a lot actually, tysm! However, there’s a new reflectance issue. I’ve placed the pointlight upwards more so it has a more accurate representation of where the source of light comes from.
If I make the ceiling plastic, it makes a really blunt grainy texture.
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Instead of using a point light, try using a spot light pointed downward at the floor so the ceiling isn’t affected.
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I’d like the ceiling to be illuminated slightly, and point lights do that job the best. However, the issue you see in the picture arises when I use them.
I’m trying to find a way to do this without using spotlights.
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Try using two separate point lights, one for illuminating the ceiling and one for illuminating the floor so you can control the intensity of both variables.
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The issue still arises, even when I put the brightness to very low, that reflection is still blunt.
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Try the lights that are a ball shape (where the light can reach), and see how that works with those? Other than that, if there is any reflectance value on the part, turn that down, but other than that I don’t have any other solution than to change the material. Maybe you can make a modified plastic material in the custom material manager and reduce the reflectance somehow on that? What lighting are you on? If the lighting doesn’t matter that much you could change it from Future (although Future is the best lighting choice!)
you want to make the hallway more appealing?
depends on what it’s going to be used for
you could add some pictures here and there
also for your floor, are you using a pbr material?
(have you tried tuning the reflections of the ceiling off? or changing the material?)
Reflectance
The reflectance of all the materials are set to 0, I’ve even tried setting it to -1
Materials
The floor and ceiling are textures, as in the object class. However the base material is either plastic or smoothplastic. If I set the ceiling to smoothplastic to counter the reflective issue, it makes it super grainy and kind of ugly.
I’ve also tried using custom materials, but to no avail.
Lighting
The lighting is future, and I don’t intend on changing that.
Are you looking for something like this?
I attempted to quickly recreate your hallway in a few minutes, so it isn’t meant to look good, rather just prove a point.
If this is what you’re looking for, then it seems you haven’t really experimented with lighting much, which is totally fine. I just used SurfaceLights for this, so that it emits light from the surface of a part, as ceiling lights do in real life. This generally shouldn’t cause many issues, and definitely not the same issues PointLights cause.
(spotlights also work but ngl don’t look just as good in the scenario)
The issue could still be elimnated a ton even without SurfaceLights. Simply by the use of quality PBR textures. They look great, are super easy to use and really have no downsides, so start using them rather than Roblox’s regular crappy materials. In the image I provided, I literally just used a random PBR texture pack I found from the toolbox, but I generally use Polyhaven and such for more professional assets.
If you still have an issue, feel free to reply.
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what exactly are PBR textures? Are those those pasted over textures using the texture object?
If so, that’s what I’m using for the ceiling and floor
Also, the surface lights don’t really have that smooth, uniform light I’m looking for.
I’ll experiment with surfacelights a little more