Again, we’re talking about completely different issues. You’re discussing player options, the question was about developer options. I propose to shelve this discussion up until it becomes more relevant, which shouldn’t happen up until phase 3 I believe.
Oh right. Sorry.
I think developers should have as much control over the lighting as possible, and have an option to bake lighting into a map for lower-quality settings, and then have a system in place that makes objects lighter or darker depending on the area - similar to how earlier games like Halo 3 and Half Life 2 handled lighting. And have properties under objects titled something like “ToggleShadowCasting” to omit an object from shadow casting, but still able to receive shadows, like one of the beta builds of FIB ( Haven’t used it in a while, so I forget which version it is.)
@zeuxcg will we be able to control the splotches of light that come from a bright lightsource in a future?
Example:
I want to be able to light surfaces in FIB without having big light flares reflected on pretty much any material.
I do agree. I hope that we’d see an option to at least control its intensity.
Yeah, we’re working on improving this; this was a regression in v16 due to a specular model change, and this should get better in the future.
Thank you so much, can’t wait for v17! (By the way, will we get v17 soon?)
Another thing I wanted to bring up:
In v16, lighting and shadows don’t appear to cast onto beams or billboard guis the same as in v15.
What I think changed is that light doesn’t cast onto billboard & beams guis in the same way anymore, and shadows don’t work on them anymore, which was an important thing that had a lot of uses.
Now I am not saying I want this “Fixed” specifically for what I’m about to mention but as a cool example, one thing you could do with this is create a stack of billboards welded to the camera that can make artificial volumetric lighting. Credit to james8692 (RocketShotgun) for discovering this trick. The below pictures both use shadowmap lighting configured the same way:
This is a pretty hacky thing to do in Roblox (and probably not very important), but I am mentioning it because it is a good example of what I’m talking about.
Here’s an example of what it looks like in v15:
Here’s an example of what the same place looks like in v16:
I think what happened is that shadows no longer render on transparent things like beams and billboard guis, and they don’t “catch light in the same way”. I am curious to know if this is intentional or unintentional.
Anyway props to zeux and everyone else working on the new lighting system!
This looks amazing! Any chance of releasing it?
I feel like Future is Bright might have this as an object for in the future, with a max range, intensity, color, etc.
I also really hope that we get a Lensflare property for light objects with differnet properties for different lens flares, i.e. the little tiny ones that are closer to the camera than the one that’s the main lens flare. While Lens Flares are possible in Roblox currently, they don’t feel or look right, nor are they easy to implement.
Example:
Can we get a confirmation on a lensflare property being added to Light objects, along with a “add” button that can add more lens flares along with different size & position properties?
Not sure but I pretty much explained how to do it in the post.
That would be awesome!
I remember when we had lens flares back in the days… I really wonder what happened to them
I vaguely remember lens flares.
What year were they a thing? It’s been a long time.
Lens flares were available before Roblox had DirectX support. They were lost in the process. I’d say they were a thing around 2007; or at least before voxel lighting was a thing.
I legit would love to have those.
https://old-roblox.fandom.com/wiki/Lens_Flare
Swear people on fandom are amazing.
Yep 2006 - 2007 there was lens flare.
How do you even get that lighting? Lol.
ColorCorrection with the saturation turned up to like I think 999999 or something.
Extremely high values result in some trippy effects, and it’s pretty cool.
Lmao, I want to try this so bad, I’m going to do this now, thanks.
I don’t know if this has been mentioned or if it’s the right location to say this but would this new engine help with bad stuttering and screen tearing. I’m also a dev and was wondering if I made a FPS game it would be fixed because it bugs me a lot and maybe this new engine would free space on cpu to eliminate stuttering at least. If you need to know my specs are fx4130 cpu
MSI amd R7 260x oc 2gb. Note that changing graphic settings don’t change. I can move this comment as a thread if needed just need to tell me because for me it’s in the middle of a question for fib phases and suppport.
I think screen tearing is a general issue with Roblox. I’ve tested certain gaming PCs in stores and had screen tearing just like I get at home on my desktop and laptop. Happens to AMD and Nvidia cards too it seems.
I doubt that this lighting engine will fix it, it’s just a new lighting engine not a new rendering engine.