I have question:
- How to render all map without lags?
- Its possible to make a realtime shadows? Without lags?
I have question:
EditableImage is now in beta.
This is impressive! I’m myself trying to code a lighting engine but for a ViewportFrame
but so far I’ve just made a buggy prototype, I would love to chat more on how you went about making this, if you’d like we can talk over mail : )
My prototype [Not in ViewportFrame];
does this run better than Roblox’s default lighting?
Yes, as instead of using realtime shadows, it renders imagelabels on each part, basically only rendering it once unlike how roblox renders it every frame.
Image labels tend to be laggy in their current state
I can’t get your example game to work… It just immediately errors? Is this a bug or am I doing something wrong?
EDIT: I got it to work but only after removing all paralell utilities…
Hi, I’m currently working on an updated version of this. I believe Roblox may have implemented changes that deprecated the module.
Working on an updated version of this baked lighting engine! EditableImages enables pixel optimizations that make raytraced shadows, global illumination, and bilinear filtering possible. I will make a new post once the engine is available!
Progress on the updated version! I’ve implemented parallel execution, soft area lights, and several other features! As a result of the new features, rendering is a lot faster than the previous version. Apologies for the banding issues! The images are compressed.
Is this available right now? Interested in using it in light of Roblox deprecating Compatibility.
I plan to make another devforum post after I finish the documentation! However, I can reply to this post directly with a release after I iron out some minor bugs.
Working on a Global Illumination renderer and an Optimized Soft-Shadows renderer. Progress is going well! EditableImage optimizations make rendering faster than I expected.
Absolutely exquisite! I will be using this in my game the moment it comes out!
Beta release may be out by tomorrow! Here’s a preview of hard shadows with global illumination.
I’ve been fixing up some bugs like light leaking, but unfortunately it’s a difficult issue to fix!
Hi y’all, I still have a few more issues to fix. Progress has been a bit slow lately because of life changes. However, I made a video showcasing the global illumination feature!
Wedges are also finally implemented! I will probably be adding support for spheres as well and meshes once editablemesh is complete.
Looks amazing!
Btw, will you add an option to only bake indirect lightning? So we could be able to get global illumination with realtime lightning
Yes! I just added the feature.
Hi! I was wondering when this is going to come out? Do you have a planned release date or deadline?