Is this bug also the case for my post? Here is an image for what I am talking about, which when EnvironmentDiffuseScale is set to 0, is pitch black, but anything above and it starts to become visible.
I want to use EnvironmentDiffuseScale, but I can’t use it in my friend’s dark ride games if it is going to make areas that are supposed to be not visible(pitch black) become partially visible due to the light it brings.
You could either raise the Ambient value to something like 80,80,80 or put in lights to brighten that space. Its most likely because your Ambient and OutdoorAmbient values are set at 0, which cause the room to get dark.
I think you might have misheard me, I want it to be pitch black, however raising EnviromentDiffuseScale makes it partially visible, which I don’t want so riders cant see that they are transitioning between scenes.
They’ve already started development of custom material maps, mentioned at RDC last year (also you can test this feature out right now with one of the links in their avatar evolution beta announcement, if I recall correctly.) But I can definitely agree that a smooth metal material built into the engine would be pretty nice.
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:
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!
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