It is for people in the Beta Program. That’s why some people have bones, PBR and FiB V3 but others dont.
Is this in the beta program? If I recall correctly, it’s only usable if you download a separate studio version.
Was until now. The separate Studio version was released in December, and now its been released this month to Beta users
If i publish my game with fib, would it work?
no. This is studio only
30char
Is there a release date yet?
3
August this year i think
30charsss
Great thanks for the help! Really appreciate it.
the roblox studio used the same api as in the roblox mod manager for surface/PBR
Looks amazing!! Here are some of my creations below:
In-game images below
soo wow
That’s not part of the light. That’s the physical property of the material (roughness).
THE GOOD THING IS: this is soon coming in an update as well, so don’t worry about it. The introduction of custom attributes for all aspects of the PBR shader will allow things like less rough metal (even if not as a parameter, but by uploading a single-colored texture where you set the R, G, and B colors each as a number from 0-1 * 255 (resulting in varying shades of gray for varying roughness levels).
That’s light leakage, can often occur in GI solutions where walls are thinner than the voxel size, and therefore not detected as blocking light from entering. Not exactly sure why it happens with shadowmap, have to look into it.
Well… That makes sense, doesn’t it? Why wouldn’t there be z-fighting when a surface light and a face are covering the exact same area in the z-buffer?
Really productive, making showcase games way more interesting and maybe having a Showcase genre will make awesome builds.
This is really awesome. However it doesn’t work for me for some reason. I changed my graphics mode to Direct3D11 and Metal, and noticed no difference between Future and ShadowMap. I tried changing it to Vulkan but it gave me this error:
I’m using a really old laptop that can barely run Roblox Studio on low graphics, so I guess my laptop isn’t really compatible with Vulkan?
Nice, I’ve waited for this for so long, and can’t wait to see it get implemented into games in the future once it releases.
This issue occurred probably because you had the light source behind the wall, the light source must be on front of the part you want to light up.
As an example look at the part upwards, it got lit up because the light source is under it not behind it.
After all it’s beta meaning it’s still being developed and there may be too many bugs to fix.