we will investigate the issue, thank you
Police chase!
Amazing update as always!
Just a quick question.
Will darker/lighter/different shades of shadows be supported at some point?
Currently solid and semi-transparent parts have the exact same shadow, I was thinking, since transparent parts allow more light to pass through, it’d make more sense to give them a lighter shade shadow?
we have that in backlog, so maybe one day
Wooo hooo been waiting for this for a long time, PBR in main studio will make trying to build with it much easier. Looking forward to see games and showcases have it in game now. Hope it’s soon
Any plans for multi-layered/colored shadows? And I know this is a stretch, but… light shafts?
all we need now is custom pbr textures.
Guys, do you have this?
https://gyazo.com/deba2ab523b91896bcc27956d6385a7b
Kinda related to FIB 3.0; PBR is going to be used with FIB 3.0
That’s part of Avatar Evolution.
It’s not, I’m serious! Check for yourself. If you’re correct, sorry. However, it isn’t avatar evolution.
By colored shadows I mean shining a white light through a green transparent part, for example, would color the shadow, uh… something? Don’t remember
i was hoping that in fib 3 there were going to be light shafts
Ah welp that does not appear to be the case. RIP. But I’m sure you can do that kind of thing manually.
YEEES now roblox will TRULY look real! (it wont because you keep cutting stuff for performance and use processor dependence but its a ton more better than having just shadowmaps so good job anyways have been waiting for a while) also this will look SLICK with PBR so im looking forward to that.
People were already doing light shafts with Voxel, but a native way to replicate this effect (even if you are creating/positioning the shafts manually) would be very nice!
I hope this beta appears on macOS soon, because I just updated Studio and FiB is conveniently missing from beta features! If you say “macOS support is coming soon, Windows came first” I will kill you.
Turns out this is not a “beta feature” but is just there in Lighting.Technology by default. Well that’s confusing.
Yes I know it’s not the case. That’s why I included it as a suggestion for a future addition. Along with light shafts and transparent shadows in general, which are both not supported at the moment