Future Is Bright: Phase 3 - Studio Beta

ehhh there is a problem with surface guis
they dont blend with the fog
(i used atmosphere for more info, and no its not AlwaysOnTop = true)

FIB 3.0

Shadow map

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I think that doing that will have a side effect of turning your computer, into a toaster. Maybe in a few years time we’ll get this but not soon.

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I agree with every aspect of you saying we need better GI. Maybe, JUST MAYBE, we can get SDFGI shown in Hack Week 2019, and with the FiB P.3 lighting system would be amazing.

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In the link below, Roblox states that they’re planning to have it done by the end of the year.

How did you get the reflection? Thats not a feature of FiB3

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just wanted to let you know we’re working on identifying and fixing issues reported. i’ll update original post when we’ll have some concrete information on what’s fixed and when its gonna land in production and keep updating as we fix. thank you for being awesome!

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most likely just cloned and flipped the environment

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I simply can’t wait that long! It’s too beautiful!!! :sob:

JK lol. But seriously, this is one of the best graphical updates yet!
I also can’t wait for procedural skies and custom Materials!
.

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Try turning Shadow Softness to 0?

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Having an issue with ceiling lights - no matter what I try, I can’t seem to get them to light up the ceiling.

Here’s my lights with the ShadowMap technology:


Now with Future technology:

The lights use PointLights; they’re marginally better over the SpotLights I was using before, but I’m still stuck. Also, will we get an option to dull or remove the reflection as shown above the lights in the ceiling here?

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Getting weird z-fighting artifacts when you place a surface light on the same face as a decal/texture:

edit: This seems to be with any surface light and any material too

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Shadowmap:


FIB:

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Really wish this worked on Spotlights :frowning:
It doesn’t look very good when you have to use a Pointlight

Are Spotlights supposed to work because they disapear when I enable Future.

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Actually, I’m pretty sure this is just soft shadows for objects that are further away from a light source, simulating how light works in real life.

It’s not a performance optimization since if you bring the object really close to the light source, the shadows become harder and harder, regardless of how far out the shadows have to go.

I think they’re trying to simulate how lighting works in real life, but it doesn’t work in a lot of instances, such as horror and stealth games.

Perhaps toggling hard shadows only could be an option per-light source for a production release @vrtblox?

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are the parts that the lights are parented to invisible? like @anon66957764 said, it’s something related to opaque parts (with .Shadow property enabled), seems to work fine for me if the property is disabled

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This is amazing technology!

I literally have the option to make proper spotlights and what not.

Shadow

Future

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Looks really good! I am working on a tavern and it looks much better with future lighting.
Shadowmap:


Future:

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Future Is Bright, is very cool :eyes:


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