Thank you!
I’d like a bit more details on the water differences you’re seeing in these second images and info on the lights impacting your scene in that first image to help us advise. I’ll reach out in DMs so we can dive into this together.
Thank you!
I’d like a bit more details on the water differences you’re seeing in these second images and info on the lights impacting your scene in that first image to help us advise. I’ll reach out in DMs so we can dive into this together.
Hi all!
This is a quick update to inform you that we are delaying the date for phase 2 (Migration opt-out ) to October 1st to give you a bit more time to experiment with the migration during the opt-in phase. We are also delaying phase 3 (full sunset of Compatibility) to the week of November 11.
The updated sunset plan is therefore the following:
Phase 2 (Migration Opt-out): October 1
Phase 3 (Full sunset): Week of November 11.
Hi Creators,
We have just rolled-out Phase 2 (migration opt-out) of the Compatibility Sunset, which automatically migrates places using Compatibility Lighting to Voxel Lighting with the Retro ToneMapperPreset when opening Studio.
It is possible to revert the migration. You can click the “Revert” button on the information prompt displayed when opening Studio. You can also open the migration prompt and revert by:
Clicking on the Lighting > Technology property
Then click on the … button appearing next to it.
The migration dialog will open. Click on the “Revert” button.
Please let us know if you experience challenges with the Phase 2 (migration opt-out) of the Compatibility Sunset.
I’ve done my own tests between compatibility and voxel Retro tone map and heres what I’ve found.
Games that take place in Daytime Interior settings might suffer greatly from strong shadows while Nighttime Exterior settings might suffer from over exposure from light sources.
Here is a comparison for a Nighttime Exterior environment
Heres a comparison for Daytime Interior environments
If there is a way to keep legacy shadows or allow developers to control world shadow colors, it would help in preserving the classic style.
Why does it say “aesthetics was matched” and not “were matched”?
Try math.h
instead of cmath
.
Actualy you can fix them a lot of other people on this topic say to just change Ambient, but I have a better solution.
Basicaly my solution is to use what I like to call “Shadow Parts”. Basicaly just disable CastShadow on some parts then add shadow parts in their place, and since Voxel supports transparent shadows you can just increase the shadow parts’ transparency so the shadows are slitly transparent like the old Compatibility shadows.
Because Compatibillity Lighting is often used as an aesthetic.
You need to ADD the brightness clamp BACK! It ruined my game! I can’t even make my own game now and I’m about to quit and I’m extremely irritated at this update. Everything in my game is too bright if you say “oh just make the brightness lower then it’s too dark!” I used a surface light, It’s too dark where the dancefloor is or if I increase the brightness it’s too bright, if you say just make the ambient more I want to make the stage area dark the only way to do that was compatibility! Which you removed and I’m extremely irritated so can you add the brightness clamp back please.
I’m talking about the grammatical error lol
That was my solution at first but then I realized that it also affects lighter areas. Your solution might work for you but you can’t make parts transparent enough to not notice, and it would take ages to perfectly replicate how they used to look.
The “brightness clamp” was removed. Compatibility had a brightness clamp, and this new version doesn’t.
That should be an additional setting, I’d make that a feature request
What new version because it’s still getting too bright for me and when it’s too bright it makes my game unplayable and irritates me it shouldn’t be bright or be an issue if I use colorgrading and “retro” This is so ridiculous this dude literally lied and didn’t remove everything being so bright! Do you understand that you’ve destroyed my game, my passion for my game and I’m about to quit. You don’t do anything to compensate your community and just remove something for no apparent reason! I do not want my game being too bright, I want the retro look. I want things to be not so bright, if I put my brightness at 100000 it won’t be bright at all, the same as “compatibility” THAT you removed!
I am not saying you did this update you didn’t, I just happened to reply to you. REVERT THIS UPDATE! DO NOT REMOVE COMPATIBILITY, It looks too good and it makes my game look nice I’m going to quit if this gets removed, or at least remove the brightness issue if I put “100000” on the brightness or inf it won’t be so bright, please! I’m begging you.
ADD THE BRIGHTNESS CLAMP BACK PLEASE!
Well, this sucks. I have to change all the lighting in all of my games now because its far too bright. It took me forever to perfect the lighting I used to have, but looks like I have to do that all over again.
they need to not remove compatibility, what are they doing bro? Even a lot of simulators use compatibility!
I agree. They should keep that as an option instead of forcing everyone to use the newer one.
they need to add the brightness clamp back what are they doing removing it dude now all these lights are bright and if you tone it down it’s too dark now I’m extremely irritated rn
they need to add it back then I’m extremely annoyed that they removed it. I need it back
Definitely. I don’t see why they couldn’t move that into its own separate form like they did with compatibility’s other components.
It’s basically the same, aside from the bright spots which is actually much closer to Legacy (the subsystem Compatibility ended up replacing). I can’t be the only one here who remembers Legacy???
Can we get light brightness clamping? I can’t really use the migration feature on my older games with tons of lights with brightness’s over 100