Brilliant, I have used it too and now it looks so good!
Yes, but I was saying it is mainly for lighting.
Also, my comment was about how this does NOT utilize RTX technology.
I plan on getting an rtx card soon but i wasn’t saying that the comment was about it not utilizing rtx technology i was just saying in general
I know, I was just saying that that wasn’t the main focus of the comment.
Wow !
I like it thank you for you annoucement !
I’m seeing the same problem I saw during the first release of this technology. Despite being in an enclosed room, the sky is still being reflected on the sphere and the room reflections are faint and hardly noticeable. The room is made of ordinary parts so there should be no light leaks. EnvironmentSpecularScale is 1. Part reflectance is 1.
Is there something else wrong?
Edit: Before someone asks, yes I turned the beta feature on and restarted studio after.
I tried the same experiment in the default baseplate to make sure its not lighting changes I’ve made that’s the problem. Same result. You can see the ball reflecting itself and from the bottom you can sort of see the coloured walls reflecting. So it is “working” its just not working…
These aren’t meant to work with Reflectance property. You should use a material that’s reflective by itself or use a really shiny surface appearance (completely white metalness map and completely black roughness map)
Please, don’t force this on us Future lighting users. This just makes Future a worse lighting engine than it already was. These are definitely not better than the skybox ones. At least those didn’t have jarring transitions.
Uh…???
They are better than the “skybox ones”
No, no they are not. They have jarring transitions, and are AUTOMATIC!!! At least with the skybox ones, you could set manual cubemaps with scripts. With this, you cannot.
Yeah, true but I’d rather have 3D clouds that move, rather than a flat image placed across the sky.
These are cubemaps, not dynamic skies lol
how are the transitions jarring? They smoothly fade in and out, whereas switching skyboxes is instantaneous with no transition. I’m pretty sure the only case where they don’t smoothly transition is if you have EagerBulkExecution
on in Studio which isn’t even representative of how the client sees things since it’s a Studio-only setting.
Yeah the second option looks better, and is manual!
I don’t use that, its not supported.
Skyboxes should not transition smoothly, it screws up the color of the Specular mapping between areas.
Any game that’s done similarly (like Source style cubemaps) will make transitions happen immediately because it affects the color grading of the area and that should instantly adapt to not allow for any error.
woah
Seriously though, I’ve been waiting for this. I’ve always wanted to do something like a little Skyrim loading screen but with various in-game models. Now, they’d look absolutely beautiful even if it was just a screenshot. I’m giddy.
Tag me if you find it as well, I can’t seem to get it working.
Reflections will help so much, I wonder if it could reflect the players which would be very helpful when creating mirrors and other reflections.
I’ve been trying to get it to work but i just can’t. I’ve enabled the beta in studio settings, set EnviromentSpecularScale to 1, and enabled Future mode.
This type of reflection isn’t realtime and will never be realtime, it’s using a ENVMap which is just a still image, that sometimes changes.
oh and the ENVMap don’t show players because of said reason