An update on Future Is Bright


#126

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.


#127

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.


#128

Can you explain what linear lighting strength means?


#129

I got the definition from the Source engine wiki

Linear Attenuation

Linear attenuation|200x150

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.