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
We’re going to be shipping the following fixes next week:
- Addressing artifacts in lit corners; the fix probably won’t prevent them 100% but should dramatically reduce their occurrence
- Translucent glass will start casting shadows with the same behavior as other materials (0.5 cutoff)
- The remaining issue with sun rays discovered by @Rocky28447
Advance notice: as far as we know we don’t have anything else to address that’s critical; while we have a couple of changes we are looking at that improve performance beyond our original release, tweak interaction between shadows & transparent parts, and investigate shadow casting for other objects like Ropes, these will happen after we officially ship this. Unless something goes wrong next week, we’re going to enable FIB2 for desktop/console clients next week. Mobile support for higher end devices will be released separately in a few months.
Perfect! Exactly what I needed, was going to make a roblox film, but held off for awhile waiting for shadows. Glad to hear about this, thanks!
Clients as in in-game or studio?
Client as in the Roblox player for games
Shadows are already live in Studio
I thought we had to wait until Phase 3 for this…
This is going to be AMAZING! Just wait for the flood of amazing showcases to start pouring in!! I can’t wait to see what all the talented people on this forum do…
Send a thank you from us to your team!! We really appreciate the hard work!! Thank you!!
Hopefully the shadows of the more transparent parts are lighter than the regular parts so it’s not one big shadow.
The graphics are getting more realistic and getting better!
Only it contains some simple bugs because it’s in Beta. But I loved it anyway
As to add onto my past post, I have been developing a bit more with shadow map enabled and found that when you make a part small it does this weird shadowy effect
but this is more of an annoyance than anything else, otherwise I have had no other issues with shadowmap so far and am enjoying using it
This is a known bug, a fix should be shipped next week.
Ah, I just mis-read that when I first read it. Thanks for clearing up my understanding of it.
I’ve been using this for my themepark ‘Blox World’. It’s totally amazing to see the coaster’s track shadowed on to the ground around the ride.
I reached out to Zeuxcg on twitter about this and he said that they’re prioritizing Phase 2 at the moment, but said they probably should get around to another update on that.
Are there any plans for moonlight shadows?
It seems that the CastShadow property is ignored for decals and textures on parts with a Transparency higher than 0.02 - decals and textures will casts shadows regardless.
CastShadow=false
Transparency=0
CastShadow=false
Transparency=0.02
This absolutely ruins some areas of my game, since I have a 2D cloud layer (only visible from above), which casts sharp, blotchy shadows everywhere.