You might be able to fix this by loading the underworld locally per player when they go to it, you would have to add a loading screen but it should solve your problem I believe.
Sure, I could, but I’d have to remake the scripts in the droppers if I were running them locally. If you just mean setting things to be invisible, it wouldn’t make much sense performance wise to have the entire main island become invisible when in the underworld, and vise versa. It would also get a bit complicated with parts that already change transparency.
I will try this method tomorrow and see if it’s any better.
This looks really great, can’t wait for phase 3, but I hope that it preforms better before then, as I have been running into lots of preformance issues.
Just a quick question- Cast shadows seems to enjoy being enabled when switched to voxel. Is this intentional? Because this proposes a real problem for my game.
For anyone who wants Roblox’s legacy tone-mapping while using shadow maps, I found a ColorCorrectionEffect configuration that gets it pretty much on-point.
Cast shadows and shadow mapping isn’t enabled in-game yet (read the title of the thread: “Studio Beta”). Hold your complaints until it’s actually enabled.
My apologies. After looking at it more, I’ve realized the problem is that in the past month they have changed how special meshes display shadows.
With this, I’m glad they fixed the castshadows resetting to default. In my opinion, I would be perfectly fine with only having the castshadows property.
With the Studio update today (make sure you’re using version 383), we’ve fixed the various issues with color balance and brightness differences between ShadowMap and Voxel, CastShadows resetting to default value, and also fixed the shadow distance (which, at max. quality level, now is at ~600 studs which should about cover the entire range that the voxel system has). The fix for shadow artifacts in corners should ship next week.
If you’re seeing any bugs on 383 (except for shadow artifacts in corners), please let us know (even if you’ve already reported them in this thread, please bump them if they still occur in 383 so that we can take another look).
So far the shadow map is looking good haven’t had any issues with meshes which was my main concern with the shadows. Keep up the good work Roblox! Here are a few highlights I found around my games map with really awesome shadows.
Does this update come with the SunRays fix or will that be in the next few weeks?
This should be fixed as well, please let us know if you are still experiencing this.
The bug where the sun becomes “dull” in the center does appear to be fixed, but I’m curious as to why the sun and sunrays look so drastically different between the two modes.
Voxel:
ShadowMap:
(Same scene, camera angle, sun position, and lighting properties)
The shadow map seems to not work on highly transparent parts like my tubes made out of glass shown below. We can see there is only shadow from the black rings.
I don’t know if it is intended this way but it does make it a little bit weird in this particular case.
Only parts with less than 0.5 transparency will cast shadows. Consider lowering the transparency of the tubes if you want them to cast shadows.
Well, it isn’t really the case for the glass material. Shadow only appears at transparency smaller than 0.02.
Looks fantastic but I came across this bizzare bug where it gets pixelated when cast on very large parts using large sized mesh objects. Not sure if this is to be expected and its a unique use case but an interesting bug nonetheless.
I am so happy that the Roblox Community has received Phase 2, because it is transforming game graphics in a massive and positive way.
Love you guys! Thanks for this!
Try taking advantage of the glass transparency err… effect and coat the .2 tube with a .8 glass transparency