Sorry, I just used Rthro as a comparison in new roblox features same on how some people thought it would repace r6 or r15.
One thing I miss in FiB3 is ShadowCutoff. It was very useful to not have to worry about the light casting shadows from the lantern’s body because of this property. I feel this is needed when working with lanterns or other models that cast a light from their center but have a decorative frame around it.
Till Of Recent I’ve had no issues setting lighting and seeing the result in roblox player but all of a sudden on my games the lighting does not show on the roblox player as its does on Studio. Both have full graphics settings on, I am running a RTX 2070, 12GB Ram, I7, 3770K OCD and thus Shouldn’t see any differences however sadly I am. Not sure why its come after with the technology beta. This is Shadowmap setting btw not Future
Shadow Map In Player^
^Shadow Map In Studio^
Will there be a property to disable light reflection on certain parts? The lighting looks amazing and I’d rather keep it, but unfortunately it ruins some of my work.
Shadowmap:
Future:
The painting is made with parts, not a decal, so I can’t simply change the material of an underlying part.
Change the material to wool or grass instead of a reflective material such as plastic, it shouldn’t affect anything other than the reflection as the whole part is masked by the decal.
Unfortunately any other material than plastic ruins the effect I’m going for. Those are all parts, not a decal.
only change the material of the part beneath the decal (the painting), this is what i mean.
The painting itself is made up of thousands of parts, not a decal. Like I mentioned, the model would unfortunately be worse off with any material other than plastic, which I’ve already tried.
I must say that this is truly impressive, unfortunately i don’t know any solutions for this…
Turns out i had to reinstall roblox studio, it seemed to be my studio or something was displaying exposure and other things incorrectly from norm which Idk how that happened
Are reflections really a thing?
No lol. It’s basically an upside down model.
Check my featured topic for more info how to make one :>
I don’t know if this info has been posted on this thread, but apparently decals can also cast shadows! It’s a very welcome surprise that this has been taken into account.
Can you guys change how the light LOD transition works? Currently, on lower graphics settings, there is a certain distance cutoff where the new FIB lighting engine is swapped for the voxel engine. This is extremely jarring, but one way this situation could be improved would be making it so after a certain distance, all FIB lights will stop casting shadows, and further on, voxels swap in.
On graphics 5, the cutoff is extremely close to the camera and I feel like there should be no FIB in the first place if it can’t be pushed further out. Just turn off all FIB until graphics 7.
Voxel: Ehh… It looks good for some games
ShadowMap: Okay, a Little more realistic. I like it.
Future: Are you sure this isn’t a real photo?
we’re planning enhancements on that front but probably not part of fib3
Looking at ShadowMap now, it looks terrible. I think i’m too used to FIB now
SurfaceAppearance might be what you’re looking for. It’s coming soon and currently only testable in the Avatar Evolution build.