Custom Baked Lighting “Engine”

In order to do real-time shadows, you need to remove the parallel Lua element of the module so each tile is rendered in sequence.

You could use a loop to clear out the Lightmap and then re-render it during each iteration. Recycling the Lightmap parts would also improve performance in this aspect.

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I can’t even get it working even with the demo. What am I supposed to do?

But wouldnt that cause so much lag? and how can I recycle Parts?

I’m thinking of using PartCache in conjunction of your module for the clear lightmaps function.

Ok i figured out a way to make realtime shadows very performant, It requires a localScript, SpatialQuery and PartCache. This limits, removes stress on server and caches parts.

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This is EXTREMELY cool, I love it.

how could i make this in real time?

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i saw the part where you can change render scale,
Roblox studio has a detail called shadow softness which makes the shadows less sharp
or in the case exactly what the render scale appears to do so you could integrate this idea by adding a variable called “Shadow Softness” and adding it to the render scale. FinalScale = RenderScale+Softness
something around those lines that’s the only feedback i could give

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