This is really awesome for cinematic scenes.
Love it! While there are some problems with light leaking through reasonably thick walls , it helps me add a lot more depth into our world. Seems to make the most noticable difference with interior lighting, in other situations it just seems to add some contrast or saturation to things.
We worked quite a lot on improving this. Did it get worse? It only should get better with new mode. It is not perfect, the technology has its limitations, but if it got worse please send a repro :). Thanks!
Also: whoa future is bright makes snakes disappear…
Can’t contribute much feedback since all issues got mentioned already,
but I’d like to say I love the new Bloom (besides the obvious needed tweaks and fixes)
Overall (as I hoped) it allows much more control over the actual blur intensity,
ranging from almost always bright
(meaning barely any glow but good visibilty in pitch black darkness)
upto a subtle glow and full bloom
Only wish we could just get a per part bloom intensity property
Agreed with you there!!
Super excited to see what’s next
I can see why it’s useful, but currently for my main game at least it’s no better than the legacy system
Voxel
Legacy
I’m guessing this is because there isnt much contrast in lighting.
Well, I just took those shots last night. The leaking should go away on thicker walls but the walls I have are normal thickness and not ridiculously thin or anything.
This is my first time trying it so I’m not sure if it got better or worse
How bright are those lights? Until now brightness >2 has made pretty much no visual difference, however FIB features HDR, which super basically means there isn’t really a “brightness limit”.
…Which means if you’ve been setting light brightness to insanely high values thinking “it makes no difference”, your lights are now miniature suns.
Yeah haha, with the old lighting system, night time lights would look really good if the game is pitch black. So that’s why I used really bright lights to counteract it.
Please tell me the new lighting system will be optional?
The new lighting system will one day be the only option. The legacy lighting is on its way out after phase 3.
Wow, Roblox itself is being 3D rendered.
This might be your issue. Check your brightness values.
If changing the brightness makes no difference, probably a bug.
Yeah - this is a bug. Mentioned in the original post.
Your level is why Voxel technology is opt-in right now We plan to keep the legacy lighting around for some time, but I highly recommend switching to Voxel and adjusting your level - we won’t spend much time testing legacy mode and might need to start introducing small breaking changes to optimize Voxel pipeline in places where two pipelines share code. This won’t happen immediately upon release of course, and we plan to keep Legacy around for some time, but at some point Legacy levels will start changing behavior.
There are things like lights that add up to more than 1 that are easy for us to support forever, but some other details about how the old pipeline works are costly to maintain.
I’m really not sure what’s going on here Other than possibly the scene having an existing BloomEffect with low threshold values. We are shipping an update this week at which point we’ll recommend using Threshold>1 for BloomEffect (our defaults for new mode will be 2). Please take another look at this level after Studio 358 ships (in 2 days) and if it’s still broken post here and we can investigate it.
Awesome, thanks!