Future Is Bright: Phase 2 - Studio beta

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Thanks for all the great new updates! Cannot wait to try them out.

Yesssss I have been waiting for this feature since 2015!

Finally glad to see shadow map on normal studio for once!

Can’t wait for the potential impact on Roblox games

Absolutely love this update, definitely fills in the holes the previous versions of FIB had. One issue that I am noticing is that when the lighting mode is set to “Compatibility” and the CastShadow property is set true, some parts are casting shadows on to themselves when they shouldn’t be. Is this intentional?

https://gyazo.com/32c3b2a8f6864862756e3a7f6644991d.mp4

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So basically, this update is Voxel + Realistic Shadows?
Or does Shadow Map use another lighting engine?

Voxel is the engine, it’s just features with it have to be optimized to work to the way roblox wants them to. Most of them were disabled when voxel was brought in, but they’re optimizing the features to the best they can. Thankfully, they at least got this done and are adding the feature in.

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Could you provide the link to this game/project?

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This is incredible, can’t wait for future additions, hopefully stuff like realistic lighting from lighting objects not just the sun (hopefully light rays as well). Plus reflections, with shadows and lights to really create a unique environment.

This is intentional for now. While the mathematical model we’re using for shadows theoretically allows for translucency, it’s… tricky… and was outside the scope of research we were willing to do for this. Future extension maybe.

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Phase 2 has the same shading as phase 1 (voxel) modulo more precise sun shadows. Not sure what specific features you’re asking about; as previously said, we’re going to have an improved shading/specular model in phase 2.5 later this year.

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Oops. This is a bug - the intention is for Voxel & ShadowMap to look the same wrt color balance/effects/etc. We’ll fix this.

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A few small problems I have noticed so far:

Grid Material Mode

The grid material appears to desaturate part colors when using the ShadowMap mode.

ShadowMap

Voxel

Lighting.GlobalShadows

Disabling shadow mapping does not clear the shadow mapping, so it becomes static and sometimes starts flickering.

If GlobalShadows were already off when you switch to the ShadowMap mode, some areas are completely darkened out.

It seems to be along the X-axis, though I’m not 100% sure what’s going on here. Theres some skewing around the world origin.

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Oops. Yet another consequence of not double checking all places where we special cased Voxel :slight_smile: This will be fixed.

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Yeah #1 is the same as other bugs reported here where we forgot that ShadowMap is like Voxel but better, and #2 is a known bug we’ll look into.

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Yeah sure, but the place is still work in progress.

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I noticed that particles & beams don’t cast shadows, is this planned for the future? It’d be amazing to have clouds as a beam to cast a shadow on the earth. :slight_smile:

Other than that, super amazing!! :smiley: Really excited to see what’s next.

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The new shadowmapping bit seems to hate transparent parts. That issue might’ve already been pointed out though:

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Yes, it was mentioned before. Hopefully we get a fix with phase 2.5 or 3.

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I found a little bug, some explanation is in the video description:

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Yay I can’t wait to use this on my ski resort when it releases!

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