Compatibility Lighting becomes Retro Tone Mapping [Sunset + Migration]

Dude I’m just asking for brightness clamping back as an option that’s literally it and i’ll be happy so I don’t have to deal with this terrible lighting and everything being bright with my dancefloor UI as my characters become super bright it’s extremely frustrating

what about you just make a script that clamps the lights using math.clamp…

begging like you did is useless trust me

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that doesn’t do anything I want brightness clamping back, if you have useless advice just keep it to yourself please.

What’s the formula for the brightness?
I noticed that the brightness gets changed to a certain number when migrating to voxel.

It’s very inconsistent with the numbers I’m testing myself, and I would like the formula since my game (which relied on compatibility) changes the lighting for each map, and looks off due to the brightness.

you can find the script that converts the brightness at the top of the topic

I should’ve made it a bit clearer that I was referring to “game.Lighting.Brightness” not the brightness of light instances.

local adjustBrightnessCompatibilityToVoxel = function(brightness: number)

	brightness = math.clamp(brightness, 0.0, 5.0)
	if brightness >= 0.5 then
		brightness = 3.135266 + (0.5605744 - 3.135266) / ((1 + (brightness / 92.74922) ^ 3.400255) ^ 3365850.0)
	else
		brightness *= 1.44611366946
	end
	return brightness
end

this script was also at the top of the topic in the FAQ section

2 Likes

Oh what the hell, I’ve never saw that. Thanks a bunch!