This really does change everything about Roblox. Can’t wait!
Ahh, global warming getting worse everyday
I think the shadows are kinda broken:
There’s a streak of light that appears when the shadows from the structure and from the walkway tries to merge. Is this just happening for me or what?
This is a bug that was present in phase 2 and was never fixed, it’s not related to phase 3. I think you’re better off posting that in #platform-feedback:engine-bugs if someone hasn’t already
Thanks! I’m not completely sure what I want to use the model for, but whatever it might be, I know I’m going to wait for future lighting to be released before I release the game. These results are too good to not wait!
Reflectance seem to be kind of broken when using future.
this part has its reflectance set to 1
When a reflective part is placed into a room without any sunlight, it will look dark/black, no matter how bright the room really is.
Same room render using shadowmap
this should be fixed in upcoming updates
This is a real problem for me. I’ve been trying to rework the lighting in my game to work with Future, but calibrating with Future makes all the indoor parts of the game unbearably bright when in ShadowMap and I can’t find any way to fix this. Until this is resolved I can’t use Future lighting for fear of searing the eyes of any users on lower-end hardware.
Future:
Exactly the same scene in ShadowMap:
It doesn’t really help if you drop the lights brightness way down:
Yeahhh so far fib3 doesn’t seem very practical for metal environments especially, since it seems like everything stays relatively unlit while the highlights are starkly visible, even with the brightness of lights cranked up. Even if they tweak the brightness of fib3 lights so that things look normal on low end devices, I feel like a lot of people won’t be able to use this, which is a shame because some of the things it does are really cool.
You can tweak the brightness of the reflections with the EnvironmentSpecularScale, but unfortunately the overall brightness issue remains
I finally have something that could be a bug, A surface light handing reflection through glass vs a thin wall, the behavior on the white reflective bits seem off/weird among other things.
This image shows where the light is:
The surface light appears to ignore the wall and acts as if it can pass right through it, but is perfectly fine showing through the glass.
This image shows how it reflects through the thin wall and adds reflectivity and shine on all 4 sides but there’s a wall that would prevent that from being possible, Is it because the wall is thinner then the red bricks that surrounds it? The walls are all standard bricks with a smooth plastic texture and there is no gaps.
To add, brightness is at 0, and the outdoor ambient is set very low.
Surface lights don’t cast shadows. This is why you can see the specular highlight on the on the wall and it’s also why the light shines through it as well
It still happens even with point lights, and spotlights. It appears to be fixed with cast shadows turned on for both spotlights and point lights. I still feel this should be automatically turned on. However I did find this weird math with the part in a crack-like area like this with limited space to cast its light out of using a point light.
Looks pretty good, Thank you !
The lighting is truly amazing but there’s no lighting around the light itself? It just looks like a glowing flying light.
Will this be fixed or will I have to improvise?
Also note, that shadowed point lights are much more expensive than shadowed spot lights.
This point is really interesting to me. I asked this during RDC and was directed to post here instead.
Are there any numbers available regarding the performance difference between PointLights, SpotLights, and SurfaceLights? Also, how would you rank the efficiency of the types of lights? I imagine PointLights are the most expensive, but I’m not sure how to rank SurfaceLights and SpotLights.
Also, would we see these same performance differences on the other lighting engines (i.e. Voxel, ShadowMap), or just the Future engine?
My goal is to determine if it would worthwhile to convert PointLights into SurfaceLights/SpotLights wherever possible.