Why is there no light reflection on the grass though
makes it look really odd
I’ve noticed one problem, and this may be me. But it doesn’t work in game. I have no clue as to why. But it goes back to Voxel lighting when I update my game and play it.
If you publish a place with Future as the lighting technology, what will be used in game until it is publicly released? It can’t be Future because it’s a Studio beta, would it use ShadowMap?
Edit: Beautiful. This is just amazing. The light on the walls and roof
I like this feature it looks good and will make games more realistic.
But it can make original lighting Too bright I found a way to fix this, you have to redo and change the lighting you have put down which takes a long time. There may be an easier way to fix this that I don’t know of, or will be added soon.
It’s a beta, basically not released to the public just yet. Just wait till santa arrives, there’ll be your gift.
Was it ever confirmed that light shafts would be added?
Holy heck this looks amazing. The future really is bright.
This is starting to not look like Roblox at all. Players from 2007 - 2008 will not recognise this game as to where it stands today.
This project is outstanding and is rapidly changing Roblox and what people can do.
Incredible work! I have no complaints!
for generations we will still be called lego game developers.
I almost went crazy when I saw that because I always wanted that. Very awesome shader.
Yeah, bet this will surpass SunRays when that Volumetric Lighting was released like that soon.
This is truly amazing to show better lighting than a voxel lighting, despite some bugs…
If we get a global illumination based on any object color bouncing each other than just pointlight like this, we really love to see it.
It is so impressive how we can make the most simple parts realistic…
SurfaceLights don’t light up corners!
This is literally the best update in my opinion, I’m gonna use this in my games a lot!
The new lighting looks a lot better than the shadow map! Looks a lot realistic!
Using freecam and fussing with the FOV, then panning around causes what I presume to be shadow-casting cells to sort of “unload.” I’m guessing this is a means to optimize for performance, but it is a bit jarring.
Potential bugaboos aside, it truly is a sight to behold in motion. Just about any screenshot I’ve taken of my game’s magic in-action using Voxel is absolutely smashed in comparison. Major props to the engineers out there for bringing Future Is Bright to the light of day!