Client as in the Roblox player for games
Shadows are already live in 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.
I love this. I made myself a new wallpaper using only items I found in the Toolbox + a lot of lighting effects.
Roblox is pretty.
I can confirm I’m having an issue reported by users earlier where shadows appear to jitter if a daylight cycle is occurring.
https://gyazo.com/7e33464e2372709a59895562d2247cb0
This is a test using the following code:
local Lighting = game.Lighting
for count = 1, 600 do
Lighting:SetMinutesAfterMidnight(Lighting:GetMinutesAfterMidnight() + 0.1))
game:GetService("RunService").RenderStepped:Wait()
end
From what I can tell this has to do with the map resolution. Setting ShadowSoftness=1 does not resolve this issue.
Yes, that is what I meant… I wonder why none appeared in my game o.o I probably need to mess with the Lighting settings or something. Thanks for the reply.
Did you switch the lighting technology to shadow map? If yes - did you untick the “Global Shadows” setting? I don’t have any shadows only when I untick that setting altho it also makes night look almost pitch black.
The ShadowMap resolution, from what I can tell, is extremely low and will jitter around on some geometry even if it’s static geometry.
The only fix for this, I can tell, is to increase the ShadowMap resolution, though I’m not sure if @zeuxcg would increase it, or allow developers to increase or decrease it like they can increase / decrease shadow softness.
Awesome, this doesn’t even look like Roblox!
Yeah, I don’t think that’s an immediate option given that higher resolution = more computing power necessary. My hopes are up regardless.
FWIW I think we looked into that and fixed some internal quantization logic to make this smoother, and the remaining issues had more to do with the sun direction itself updating in a not-very-smooth manner, and less to do with resolution. You can understand the resolution limit by smoothly moving the shadow caster, not the sun.