Will this update pave the way for a potential normal map feature some time in the future? The new lighting seems like it would look pretty good with it.
Yeah - unfortunately the idea from our initial research worked to an extent but trying to push it further to completely remove leaking introduced other artifacts. This is something we want to improve in the future (as voxel lighting system is still important to us + parts of it are still used on HQ even in phase 3) but we decided to ship phase 1 with a better-but-imperfect algorithm.
Yeah this might have been covered elsewhere. We will look into this next year although don’t expect results in the first half
A few months ago, the more detailed ShadowMap mode seemed to run faster than Voxel did; Voxel seemed to cause a heavy amount of lag on a decent computer. Is this still the case, or will Lightig.SomethingElse not use ShadowMap, but a more detailed system?
You’re thinking of a different voxel system that was higher resolution than our current voxel system but had to use a lot of GPU resources. We’ve shelved this effort, Voxel now means an improved version of our current voxel lighting that should be comparable in performance to what you have today in Roblox games.
I have a suggestion on how fog works.
Instead of rendering fog in a sort of “flat” plain, maybe have it render in a circular plain. What I mean by this is when you look at the fog rendering on Roblox, you can see that it is rendered in a strait line, while other games render it all around you at the same time. If this is possible, I would love to see it in the game some time.
Keep up the good work, and please correct me for anything that I may be misunderstanding.
Really exited for the full shipment of this, can’t wait to implement it to my game!
I second this, the current fog looks pretty strange
Would it be possible to add a “ShadowContrast” Lighting property that works like ExposureCompensation? It’d be a value that darkens all shadows in workspace.
I like to build with stark shadows in mind without creating too much contrast for everything else. Using the ColorCorrection’s contrast property changes the contrast of all colors in workspace and that doesn’t achieve the effect I want.
Something I’d like to see is a SunlightColour property in Lighting. How sunlight appears to work at the moment is it increases the brightness of whatever it hits, without affecting the colour, a bit like if you additively blend that colour with a shade of grey. I’ve noticed this leads to a ‘desaturation’ effect which can sometimes be a nuisance to work around. Being able to adjust the colour of the sunlight would help, as we could have more control over what the sunlight might look like.
FIB’s progress looks super promising, but my only complaint is that the darks look way too dark, and the brights look too bright. I know bouncing raycasted lights aren’t a thing in Roblox though. I hope there’s better contrast control on later versions. Maybe adding linear lighting strength would be nice too.
If you want darker shadows, you should increase the brightness of the light source. We don’t really have a way to differentiate between “shadows” and “light” when you consider multiple light sources, so it needs to work as it does in the real world.
Can you explain what linear lighting strength means?
I got the definition from the Source engine wiki
Linear Attenuation
This is the same light entity, but at a 0:1:0 ratio, making its lighting 100% linear instead.
Mathematically, the decline of this type of light is linear, inversely proportial to the distance from the light source (I = 1/d where I is intensity and d is distance). This means that the light intensity (set by its brightness) will diminish (at a fixed rate) as it travels from its source. To compensate for this decline, Valve has boosted the intensity of the lightsource to 100 times its brightness.
In the real world a 100% linear lightsource would be practically impossible, as it would represent a real world soft light of infinite size, but in the virtual world, a 0:1:0 lightsource is believable for most entity based lightsources.
I can’t believe no one has addressed this yet…
I’ve noticed that, in v16, PointLights cast much higher quality shadows than the sun, and they both have a shadow problem. Is there a reason for the higher quality PointLight shadows and will there be a fix for the “shadow gap”?
PointLight
Sun Shadows
I am extremely excited for the release of Future is Bright phases 2 & 3, but there are still some significant (or at least irritating) bugs that need to be fixed first. Still, though, good work guys!
In real life, sunlight is more diffused than a direct light so realistically the sunlight would be creating more diffused shadows than the pointlight
I agree, however, in real life, shadows start out sharp and get softer. This is not the case with sun shadows, as they’re always soft. If you look closely in the PointLight screenshot, you can see that the shadow gets softer (but only slightly).
I can’t tell if the shadow is getting softer or if it is due to less contrast from the light
The shadow gap might be able to be reduced, but I doubt it’s possible to really remove it altogether due to the way shadow mapping is typically implemented. Without some gap, you’ll end up with weird self shadowing issues.