Future Is Bright: Phase 3 - Studio Beta

I’ve noticed that issue too, from what I can tell if the grass isn’t exposed to sunlight it turns black or whatever the colour the ambient is, I could be wrong though.

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make SurfaceLight.Angle >= 170 to light up corners.

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Hopefully you can iron out these weird bugs, perhaps a rendering issue?

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yeah it is. sun shadows beta had similar issue but they got it right.

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I don’t know if people have noticed but if theres like a lot of pointlights or lights in general some of them tend to flicker at higher quality level that 9-10.

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Nice! although the Shadows with fib-3 are pretty glitchy This does look look Nice and realistic!:smiley:

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Future doesn’t seem to like this wall very much :frowning:

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I like the new lighting so far but it doesnt seem to work very well in environments made completely out of metal. If the lights arent jacked up to be super bright this hallway is basically pitch black. I’ll definitely base future builds around fib3 once it releases, but I think I’ll stick with good old shadow map for a while. (:

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SOOOOO LOVELY! GREATEST UPDATE!!!:purple_heart: Finally goooood lighting

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Cool feature, but a bit buggy :wink:


This bug happens at me, when I place it (when I place it, everthing is normal and cool) but then I fly in studio a bit a way and come back, then it is this buggy.

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…Roblox has SSR? What sorcery is this?

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I’m not sure if anyone has said this, but it’s probably my fault, sometimes the light is really hard to see or even gone.
ShadowMap


Future

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In addition to the major (half stud or more) light leaks through solid objects, sometimes the light is simply not blocked at all.

image

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Would this cause a lot of troube for me, since I build in move 0.1 studs?

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Further from the light source, the leaking is more even, and does not create those streaks. There is still considerable leaking though.

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Alright, thank you for the fast responce, hopefully this gets fixed.

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I am filing a bug report right now.

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Ok, I shall take a look at it when it’s posted.

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Roblox does not have SSR except in the case of terrain water. I suspect this is the old “transparent floor with a mirrored model underneath” trick.

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