Future Is Bright: Phase 2.5 Released

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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Real in-game screenshots! This is crazy!

Here’s a video too for fun. HDLighting2

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ETA: 2020. For real this time.

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I think it would look better if you made the nights in your game darker. The moon is too overpowered LOL

Can’t, players have dim screens.

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Yaaaaaaaahooooooo!!! Can’t wait!

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It looks incredible! Wonder how you made the game looks nice just with grass and a golden statue, but, great work!

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I agree with you, but 2.5 just came out, so let’s wait a little. xd

I actually really like those nighttime lighting settings. Would you mind sharing the settings? I would totally understand if you keep it to yourself, though.

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Does this mean…
Dynamic skyboxes with…
Dynamic Clouds? :eyes:

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Do you have any kind of update on the fix, or more details you can share about the issue?

I don’t think there is anything you will be able to do about this until custom materials are released, besides possibly turning down the specular scale a bit.

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Sorry we haven’t found a reasonable solution for this. It’s happening because we have a default environment map for indoor objects in order to make metal look better. For now I would suggest set diffuse scale to 0. I’ll post here if there is any update.

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Since these new properties are added, will that mean that there are going to be changes made to the existing OutdoorAmbient property or are the new properties simply optional features? I’m asking because, as glad as I am that these new properties have been added, they just don’t look so good in my game, so I prefer not to use them that much.

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The new properties are optional. Setting the EnvironmentDiffuseScale and EnvironmentSpecularScale properties to 0 turns off any lighting influence from the skybox.

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