Baked Lighting "Engine" - Update 1

This needs more recognition. Doesn’t this mean we could optimize Roblox by using Viewports now?

(You should also call the Module Baked Beans (Baked Lighting “Engine”))

1 Like

Can you provide us with any benchmarks?

.Yes I can

Baking Only via the Server
took 0.0421 seconds
https://streamable.com/m63rmq

Running RTX 3060 with Ryzen 7 3700x.

I’m not sure how to do the real time stuff yet so I didn’t test that. Will when I figure it out.

1 Like


My results look a bit different?

This looks really cool! Maybe you could try implementing some type of greedy meshing system but for the image labels

This is most likely because of a “REALISTIC LIGHTING PLUGIN 100% FREE NO VIRUS” thing you have installed that automatically changes the lighting settings.

It’s probably a bad idea, because the amount of instances used for each canvas is astronomically high! But does the number of instances in canvas counts ?

Especially, is it worth it for users with poor computers ? Yes they don’t have to cook the lighting themselves, but they have to cook EACH INSTANCE in canvases.

This is awesome! I can see how this will help improve the ambience of various experiences while keeping it minimal for the developer to implement.

Me who literally has practically no plugins installed

In the latest change I modified the light distance code to take the range of a light into account more accurately.
* Light source diffuse attenuation has been changed to more accurately include Range. Though this is less accurate to how other engines incorporate light sources, it’s more in tune with Roblox’s light falloff.

woah this looks cool! could it be used in a game yet or is it unstable/unfinished? would love to use it in mine

1 Like

Thank you! Atm it is experimental. If you decide to use it in a game, I suggest you stick to rendering enclosed spaces and not open worlds, since the number of image labels generated can create lag on large surfaces.

1 Like

You should use DynamicImage after it gets released

1 Like

image

I seriously can’t wait for this to get released, the possibilities once this releases would be infinite, Video players, more advanced drawing games, Texture painting in real time.

1 Like

You can enable this through fast flags, although I’m not sure how to use it yet.

I love this idea! I would love to implement this when it gets released. It would be a wonderful optimization!

This is amazing but i can’t get it to work on my place
It runs out of execution time on larger parts and when I add a wait it fails on all parts with a “Attempt to index nil with decal.Transparency”

I have question:

  1. How to render all map without lags?
  2. Its possible to make a realtime shadows? Without lags?

EditableImage is now in beta.

2 Likes