Future Is Bright: Phase 2 - Studio beta

Are you guys on schedule to release this phase to desktop/console clients this week as per your former post?

I’m not rushing you guys on it; I’m just interested to know if we could see it happen this week.

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I see. There is a still slight issue with this, in this case.

I’m moving this part with this code:

for i = 1, 1000 do 
    workspace.Part.CFrame = workspace.Part.CFrame * CFrame.new(0.01, 0, 0) 
    wait()
end

https://gyazo.com/f0a8ce41d6b122218ecccddab4c4cdac

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Also, @zeuxcg

Is there a possibility of delimiting the max range of light sources? Currently, they feel too limited as most maps are open and a flashlight that only goes 60 studs is a bit small.

Hoping for something like one of the Future Is Bright builds where you can basically set it as high as you want, at the expense of shadow distance.

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@zeuxcg
Even with shadow softness on 0, the shadows are still rather soft. I’m pretty sure this is due to a low shadow resolution and/or to avoid artifacts that can appear when shadows are razor sharp, but the ability to approach razor sharp shadows (and/or remove ambient occlusion and similar shading) would be very good for toon type games. If the developer does in fact require such shading, it would be their responsibility to make it look good to match what they need. Heavy-handed hand holding is something that I think hold back many developers who use certain tricks to make nice effects.
i.e:

(>1) glass transparency to make a completely transparent reality warp distortion effect without the Fresnel effects and reflection

negative transparency on forcefieds to make them more opaque

(and quite more that I’ve gotten over and eventually forgotten)

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My problem was an combination of my monitor being too dark, and my outdoor ambient being set to 0,0,0
It made the moonlight shadows really hard to see. But yes, they were there all along :stuck_out_tongue:

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You okay to give a file to that place or is it something your working on? I figured if it’s a quick sandbox it’d be a good building point with the way you configured it.

I’ve been having trouble perfecting that type of look everyone else achieves easily so it’d be great to learn from others

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Beside this extremely annoying bug

and this

This update is amazing!

That looks amazing! Mind if I ask how you made the grass look like that?

Heads up to people who think shadowmap may not work for them, remember to set your graphic settings to Automatic instead of OpenGL.

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I looked up grass in the toolbox

There’s that one mesh a million times, so that’s what I went with. Then, I spent ages placing it a hundred times.

Remember, for a screenshot, you only need 1 FPS not 60 :man_shrugging:

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Just mess around until you find something you like :man_shrugging:t2:

Edit: Made it a dropdown to avoid making others scroll

This was my setup

Lighting:


ColorCorrection:
cc
Bloom:

SunRays:
sr

Oh and play with Terrain colors as well, forgot that part

Water:


Materials:

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When will legacy be permanently removed? (I can still see it in the Lighting.Technology section)

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Are we still on track for new lighting coming to desktop this week?

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Tomorrow, according to this.

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I have waited a long time for this feature and I can’t wait for it to go live in games as well.

I also look forward to seeing it on mobile devices too.

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I think the Shadow Map lighting is very good.
But here comes what I do not like, is that I’m doing very well with the level of graphics at 5 percent, what happens is that if I enter a game with Swadow Map activated the game starts to go very slow and I have that to lower the level of graphics inferior to 3, the problem that I see to him to this is that to me I like to have the level of graphs to the 5 percent because I can see the map to more distance, I know that the developers of that game of Roblox decide whether to enter Swadow Map or not, or to activate or deactivate according to the level of graphics, but I would like it to be independent of the graphics level.


Please, make sure to disable Shadow Map apart from Graphics quality.
(I do not mean to turn off the SwadowMap lighting in studio)

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Wouldn’t cloud shadows look more realistic? Of course, at that point though, you may want to move the clouds so that their shadows move.

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Maybe this will be released to desktop/console clients tomorrow so that Legacy will be removed and Future is Bright will be added with one big update. With Legacy going, Future is Bright is coming. This would actually be kind of sentimental for older players and a big date for Roblox if they decide to do it this way. I guess we just have to wait and see!

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Why am I in a Vehicle Simulator server with the new lighting? Did it go live just now?

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i don’t think it’s gone live to the public maybe some games I was just at some canyon showcase game and it seemed as if that game had it too but maybe im crazy or something idk

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