there was a bug with spot lights not casting light though part they are attached to. its fixed but hasn’t been enabled on production yet
Regardless, will this be forced? Will I still be able to use the old light shadows?
Now this RTX ON level of graphics!
man i seen people make create shocases with this FIB phase 3 lighting! it makes games look like its from steam…
man so excited for future
I don’t think this is forced because that would just be like forcing Rthro.
When the feature comes out of Studio Beta, will there be an option to keep the old basic light shadows? Would this be controllable within Lighting’s properties?
Heres a quick comparison.
Shadowmap:
Future:
It feels quite gloomy, and great for horror games where darkness is important.
also please dont question the character sitting on the bed
No, Rthro is like really, really bad. Future is pretty good - you just have to learn how to work with it.
That doesn’t look like a horror game with all that light leaking in the corners. It’s probably Future Is Bright’s fault, but it looks disgusting.
It IS avatar evolution. Even if you see it in normal Studio.
https://roblox.github.io/avatar-evolution/api/class/SurfaceAppearance
I haven’t tested it in regular Studio, but I’m pretty sure it doesn’t work right now. But that was definitely a feature added by Avatar Evolution, and it isn’t going to be usable until after Avatar Evolution fully releases.
Wait, so It’s not going to be released until december or so? Hope I understood what you said…
That SurfaceAppearance class you see, does not work correctly right now. It is only there so that Avatar Evolution works. If you want to use it, you will have to load up Avatar Evolution.
You could attempt to mimic light bouncing by adding point/surface lights and eyeballing the calculations based on material to solve the Dark Room problem. I know it’s easier said than done and very tedious depending on how much space you have, but here are some games that have artificial light bounces for you to get a bit of reference:
Games
VOXEL: SEGI LIGHTING
VOXEL: SEGI LIGHTING - Roblox
Ultimate Lighting Demo:
Ray Traced Global Illumination - Roblox
or you could just make a script to do calculations idk
Yeah… I was excited when studio updated like a week ago. But realised those PBR things didnt work. Expected it to release this month or so.
Hey um rocky28447, I have a question. How did you get the surface appearance to work on future is bright 3 studio?. Because I’m having alittle hard time getting the PBR textures to pop in FIB 3. But I can’t even work with it. And I need some help.
Very cool, I was actually having to need to redo a massive part of my game’s tutorial (and rehire my voice actor for extra work) when i realized a flashlight looked like absolutely garbage in shadowmap/voxel.
Now it’s viable!
It’s also about optimization and making sure not all light sources have shadows enabled. Check how many of the lights in your project have shadows enabled before turning on Future, because that will deal a massive hit to performance.