its both that and the highlight itself is different. you can imaging light direction to be from point on stud to nearest point on surface light and it would reflect much differently than much more horizontal light direction of point light. hope this makes sense
I know how surface lights differ from point lights. Like I already said above, I even tried to explain how the entire surface emits light rather than a singular point. I don’t need it explained to me, I know they are different.
It was a simple misunderstanding because I didn’t think it through enough the first time. But as I said, again, upon closer inspection I can see why the second stud in my post looks differently than the first one.
I’d like some kind of option to control this, too, as the Plastic material still looks arguably worse in the current modes with reduced “reflectance” (not sure how else to describe it) than it did in the old lighting engine, and Grass looks too shiny on low graphics modes, and otherwise too bright still.
I’m only using two lighting modes to compare here, but I can assure you, you do get a similar result in all of them (less so with the grass). All 3 images taken at graphics level 21.
Legacy (2018), brightness 1, ambient 0,0,0:
Compatibility (2020), brightness 1, ambient 0,0,0:
Future (2020), brightness 2, ambient 0,0,0:
In the case of the plastic material, I’m referring to the “highlight” here:
Place file:
EXAMPLE-difference.rbxl (13.2 KB)
EDIT: Adding onto this, the head shading appears more coarse and harsh in the current modes than it used to. Both images are on level 21 graphics.
Current behaviour:
Old (and preferred) behaviour:
HEAD-example.rbxl (14.0 KB) (Excuse my shoddy naming of these files)
Here guys I thing I make using FIB3
Please note that the car is from free model so yeahh
Here some photo
Love new lighting cannot wait to see full release
While messing around with a spotlight, I’ve found out that if you set it’s angle to something below 16, a weird artifact will appear:
Angle: 15
Angle: 8
Angle: 0 (just for science)
I’m having a trouble trying it out, it’s doesnt seem to update graphics mode and always stays on Automatic.
Once I apply graphics mode it doesn’t ask me to restart studio, is there a way to change it or do I have to wait for it to be fixed?
this is fixed, will be on prod soon
Umm, is that even Roblox anymore?
Flashlights actually work flawlessly now! Shadowmap made this a bit hard to actually pull off and look good.
Wow… Our character customization area went from nice to absolutely beautiful just by flipping the switch and turning Future lighting on. This is amazing.
Oh jesus, this is what I’ve been waiting for for so many years.
Though, lights seem to clip through things, and many things are just made so much darker. I know this is an effect of not have light bounces, and I know light bounces are just too intensive, so I guess a solution to that is pseudolighting
In addition, Is it possible to add an option to disable specular reflection? Because problems like these arise
When I try to add invisible lighting.
And, surfacelights act like pointlights, and they clip through unions and make a, well (interesting)mess
Also, it is to note that decals now apparently overlay translucent neon bricks even though the decals are behind it?
Shadowmap:
Future:
Shadowmap:
Future:
On the other hand, this is possible!
In addition, when the player camera is near alot of physics parts (Unfortunately I can’t show it here), the framerate drops significantly and lags. This is a majour problem that hasn’t been noticed and/or reported. This must be fixed.
On the other hand, PRISMS!
Repeated textures is noticably noticable
See this specular reflection? That’s not a pointlight. But a surfacelight.
I figured out that decals appear much dimmer even in lit up situations. This is bad.
Surfacelights act like pointlight in terms of specular reflection. which makes things unrealsitic (see picure above
Take this for example. This is so lit up, that the black parts look like decals, even though they’re just excluded part of the surfacelight. The decal is still so, very dim. Please fix this, ROBLOX fix will all the problems they
This is exactly what I needed!
I cant seem to get my future lighting working at all no better shadows or speculate lighting or shadows with lights.
Try turning up your graphics quality. If you have your graphics quality on low, it won’t look any different than it used to.
It’s on max sadly. It’s also on DX 11
This will all be fixed when we can fully control PBR materials. What you are pointing out about the head shading is literally just the new shadows everyone’s excited about, the shadow is’nt just vertex based anymore, it’s per-pixel lighting. If the Roblox head was subdivided to a high enough amount, both pictures would look the same - the old head lighting only looked “softer” because of the lack of polygons for the shading to be interpolated between.
While I agree with this, turning the graphics down to the lowest on the current lighting system still keep’s the developers intended look, while this one just makes the game look way too bright. If there was a way to maintain the same level of brightness levels between graphics options then I’d settle with the look of lowest settings but this is just visually jarring.
I just tried this out on my city game, and I’m honestly disappointed with it. I was afraid something like this would happen.
As you can see in this image, the light here is cast by a streetlight, and for some reason the rest of the light gets blocked out, creating a star shape on the ground. I can only hope that this feature won’t get forced in the long term, and I’ll still be able to use the old light shadows without actually having to disable shadows for my lights entirely.
I’m impressed with the update, but it would be hard to find a solution to make it look good with my game and avoid glitches relating to shadows. Will this get forced in the long-term, or is it completely optional?