Alright, Thanks for telling me!
In love with this update, it can make almost any build stunning.
With future
ShadowMap
Quick update:
Set Future as lighting on one of my showcases and I’m in love:
Edit 2:
Wow
What do you mean by custom materials (since we already have textures)? Do you mean materials that react differently to lighting?
PBR materials, basically. (30 chars)
Now that things have been polished up a bit, lighting is amazing! Now to wait for surface appearance to hopefully support displacement maps and opacity maps so that I can keep the tri count to 9 or 12 per part.
Metal is macOS-native. You will not notice anything at all switching to Metal on Windows, because it will just say “oop, no metal, let me just use Direct3D instead”
Ah, alright. I don’t think I can use Direct3D11 as well, so I guess I’m unable to use Future.
What are your computer specs then? Because any Walmart brand computer can use it.
Processor: Intel(R) Core™2 Duo CPU E8500 @ 3.16GHz
Video Card: ATI Radeon HD 4600 Series
RAM: 4.0 GB
OS: Windows 7
Your graphic card is very old particularly, thus the highest DirectX support is 10.1, which ROBLOX doesn’t have the option.
we do support 10.1 but fib3 beta doesn’t. but release most likely will support everything that is 10+
Then why it isn’t listed in the option? I’m confused.
This update is amazing! Can’t wait to use it!!
How did you make that? With a beam?
Yea this really is a problem. That property would incredibly helpful to get rid of these ugly shadows under and around my lanterns.
You could turn off CastShadow on the lantern parts.
Is there any reason the CastShadow
property of BaseParts doesn’t suit your needs here?
So, was Roblox using Gouraud shading for light sources before this? And this is phong or blinn-phong etc?