Fake Reflections/Global Illumination

Haven’t tested yet, But i will share some pics of what it looks like on nighttime

It looks shiny at first.
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Here, Let me show you some cool places that it reflects good.
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Here’s the game if you want to check it out! (its daytime.)
https://www.roblox.com/games/6947333239/gl

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this pillar looks particularly good

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It also seems to have trouble with small condensed amounts of parts so perhaps brightness should be tweaked based on part size

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Sadly, Pointlights is roblox’s problem, Since we don’t have lights that sizes according to the part’s size that happens.

for a joke i name that bridge the bridge to heaven

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makes sense, but then if a part cant support a light size than could you just disable it?

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The code is very simple, Im not sure how to disable it using my script.

I do have some ideas of disabling it.

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It’s Really good with the lighting

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I tried to code it myself and I must say it looks pretty good


I coded it that the smaller parts cant have point lights to avoid stairways of heaven. i might use raycast to detect it after this

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Nice to see that you are trying to code yourself!

The “engine” has been updated but not released yet. (i guess)

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I tried remaking my own
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That are some nice stuff that you did! Its more smooth than this

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I’m confused on how this works but I’m not confused on how good it looks! this should be a plugin!

im a coder and i really wanna make some thing like this :pleading_face: please explain a bit more this should be a plugin!

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loop workspace:GetDescendants and put a point light in each of them. make sure the point light is the same color as their parent, u can adjust the point light by idk dividing the y size whatever u want with it

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so basically putting point lights in every part? that’s very simple

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this is not a property of point light or at least it says on the Hub

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The way I made it a bit better is that is changes the brightness of the light depending on the part size. It gets the average of all the part sizes, then divides it by a high number and sets the light brightness to that. I keep range at one number.

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what i meant by y size is, u could calculate the range of light by dividing the parts y size

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where are these models from?

every part in the workspace?

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how did you make the spheres not look wierd?

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Glass houses map from roblox, its a classic

For each part it gets the x, y, z and then averages it

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