Future Is Bright: Phase 1 - Studio beta

Holy cow!
My terrain game looks so much better. Lighting updates seem to happen much smoother than before.

Before

After

14 Likes

What about a blur material?

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Now, the future is


Also this is AMAZING, keep up the great work :+1:

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This looks so much better. Well worth the wait.

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My future was pretty dark until now :sunny: I can’t wait to use this in my showcases and builds :smiley:

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I love this! And thank you for adding the over-saturation thing to the fix-list @zeuxcg!

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Besides the over saturation, this already looks so good alone.

New lighting on the left of both of these.

I agree with what’s been said, terrain feels a million times better, especially in dark areas.

37 Likes

Are you planning to raise the voxel resolution for higher graphics settings?

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What’s with the “(Mobile…)”

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Love the changes, and honestly can’t sit still for phase 2 and 3. Time to build some cool stuff!

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I agree with the over saturation point you made there. Without a doubt, I’ll be using Voxel lighting all of my showcases, especially dark themed.

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@zeuxcg

Here’s a bug I discovered while testing my game with the new Voxel lighting while using a flashlight. Shadows seem to invert themselves at night time.

Nighttime with flashlight turned on, near a shadow.


Inverted shadow near block where it would be darker during daytime:
image
Another area where there would be a shadow during daytime:

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It was alluding to mobile causing the feature to not be live in games for a month. Roblox doesn’t usually force the mobile app to upgrade as soon as a new version is released (for convenience?), so it sounds like they’re going to wait a month before forcing an upgrade on everyone who hasn’t updated to at least this version.

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SurfaceGUIs and decals seems to be very bloomy and there are interesting artifacts on the sides of them :thinking: This is probably due to multiple light sources being too close to eachother? There are also many cases of lights going through parts and in sometimes they create strange stripes and very bright areas.

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The light issues are probably surface lights. Can you leave a link to the game so that we can check out UI issues?

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I forgot to mention that the HDR system has exposure controls - similarly to a camera, you can adjust the exposure of the scene by using Lighting.ExposureCompensation.

In the future (phase 3 probably?) we plan to introduce an optional automatic exposure metering system - once again similar to what your camera might do - but you can script this value today to, say, have bright areas outside and dark areas inside the caves/tunnels and lerp ExposureCompensation as you get out of the tunnel or back in.

For example, here’s the racing template with higher sun brightness (in general we’d expect brightness to be above 1 for sun):

If you go into the tunnel you get this:

To be able to see details in the tunnel, you can make ExposureCompensation positive (in the future auto-exposure will be able to do this automatically):

This makes the tunnel more visible, but blows out the outside. If you get out of the tunnel, you should change the ExposureCompensation back to 0:

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I understand bloom and neon are being fixed however im concerned about how I use surface lights. I generally use them to light a room evenly by putting them in the ceiling however this is how it looks in the new system:


Is this being fixed with the bloom and neon fixes or will I still see behavior like this with surface lights and white parts? (the ceiling is actually quite tall in this picture)

Edit: More odd behavior on the second floor. There is no surface light pointing up, its under the floor pointing down at the lower floor.

Another edit: This lighting does not work well in Dance Your Blox Off.
NEW

OLD

Same with my other games:

I like the new system but at this point I don’t know how I am supposed to use it. I don’t know how to achieve the look my games had before with the new system.

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With the new system enabled, if you already have a Bloom instance in your game, we’d be advising to change the Threshold to something like 2 (it was limited to 0-1 before).
If you don’t have a Bloom instance, then we’ll automatically set it to 2 by default instead of the current defaults - this will be changed in the update next week. It will be interesting to look at your place then. If you want to paste a link to the place for now we can check it out on the newer builds.

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I never used the legacy bloom because it made certain objects unreadable.

1 Like