Future Is Bright: Phase 2.5 Released

This new lighting looks amazing, can’t wait for more updates related to it and custom textures!

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Amazing to see Destiny stuff on Roblox! :heart:

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I tested this, it didn’t change anything and looks exactly the same to the image I posted.

This looks insane!! Big difference in lighting, though it looked great nonetheless.

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This looks great it took me a while to find the right skybox, but when i did my game looked great here are a few screenshots.

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With the new PBR rendering, the materials are more desirable. It’d be great to support seamless materials across multiple parts. Here is a feature suggestion and a discussion of the issue:

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Thanks for the awesome lighting update! :heart:

We’ll have support for new lighting on Jailbreak this weekend. Can’t wait for everybody to see it, I feel like we have some really good atmospheres going on!
Here are some screenshots!

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Love the new lighting! I had to tweak the settings a bit however so that my map wasn’t too “blue” from the sky.

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This is aboslutly amazing and worthfully, I can’t wait for test it on the studio, this will add more realism to my games and maybe to my showcases :smile:

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holyy… that looks amazing!
big fan btw

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Thank you, that makes it look so good.

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Those rain clouds, are they genuinely 3d or is it just me? I’m also curious if they’re animated or not. Looks clean af though.

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The clouds in the first and third images appear to be part of the skybox, however the clouds in the second image look like a 3d model.

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Thats because of the rain script they used. They probably made it so that when it rains, it puts some transparent-ish cloud models to act like rain clouds. Thats why they look 3D

@LaAerooo

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Looks great makes the material actually seem more realistic can’t wait to try it out

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no matter the skybox used, everything is still overly reflective, smooth plastic and plastic with no reflection added still has a reflectence of around 0.3.

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A workaround that works for me to fix this issue is to decrease the specular scale. Keeping the diffusive scale at 1 keeps the whole basing light off of the skybox thing. Meanwhile, the specular scale basically controls the reflectivness of stuff. I find the 0.1 - 0.2 range works and it still keeps a teeny bit of reflectivness :slight_smile:

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New lighting is live in Jailbreak! :heart:

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I’ve gone ahead and recorded an mp4 showing the influence of both properties on materials

settings I used RobloxStudioBeta_HqLIdpRhoe

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Future Is Bright has been a great engineering initiative, but any Lighting features that attempt to achieve realism will be gimped by the unrealistic, static appearance of Skyboxes, and their limited adaptability.

These are great changes to the current Lighting however, using the Skybox as environment info may be in the best interest of performance, but it’s not in the best interest of aesthetic, and I often find myself changing object material textures/reflectance values when changing the Skybox.

Skyboxes haven’t changed much since the beginning of Roblox. This is concerning to me as a developer, and I am often envious of the capabilities of other platforms in this regard. Roblox is still behind-the-times here, even though procedural sky technology is relatively old and exists in many places other than Roblox

Developers like me who are very deliberate about their game’s atmosphere would be helped immensely by the creation of a different type of Sky-altering object- one that was not restricted to a texture, but one that offers dynamic control over simple properties like sky color and gradient, cloud density and darkness. The imagination does not have to run far to envision what the Roblox experience could be like with this addition.

keep up the good work, it’s headed in the right direction :+1:

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