Future Is Bright: Phase 3 - Studio Beta

I don’t know if this has already been answered or if I have asked this before but has anyone got an estimate date for when this will go live? Since I can’t wait for visitors to see my places which I am currently modifying to work with FiB Phase 3.

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No one knows yet. But I think ill come out around this year.

Whats up with these weird black lines?

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That adds extreme effects to your build. Hope it comes out of Studio Beta so everyone can experience the merits!

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I hope so. I use shadowmap all the time for my builds.

It looks effective when you use it properly, which you have.

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It is a wonderful update. 30 chars

it really depends on where your light is, if you have a roof light and its too close to the roof then the roof will become a shadow and it looks bad, try adjusting the light a bit and see what happens.

Looks amazing! I like how dynamic it is

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I feel like the way light scatters in some situations is extremely unrealistic. Look at this park scene with Future enabled…


With ShadowMap enabled

How am I supposed to fix this?

Also, why does light bouncing seem not to be present in these scenes? Why are the ceilings pitch black?
Future


ShadowMap


I might also mention the severe lag that my game has in the city area. There are not even that many lights (just streetlights) at the moment and I go to a constant 20 FPS. I have a GTX 980—a 6 year old flagship card. I can run 2020 triple A games at high graphics. I think performance needs some major work.

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You might have shadows enabled on your point lights in the street lights. The bottom and top portions of your lamps are blocking the light from scattering in the center.

You can either:
1.) Disable shadows on the point lights
2.) Somehow find a way around the shadows at the bottom by adding extra lights

On the pitch black ceilings, this is due to the angle of your lights. You could try fixing this by changing the angle of the lighting in properties to a wider angle.

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Magic! Ghosts! Superpowers! What could it be?
Nope, it’s just crazy lighting awesomeness.
If you told me this would happen in 2012 I would call you crazy and then go back to binging ASDFmovie

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The angle is fairly high. I do not believe this should be happening.

And I cannot add “extra lights” as there is no way to disable speculars.

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Probably cause ROBLOX doesn’t have global illumination.

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Are there any plans at all to increase the lighting render distance (at least based on graphics quality)? I can’t even show off my city at night from far away or have an overhead spawn screen because of this limitation.

I’m not even that high up in the air. This is one of those simple things that would go a really long way in making large worlds look good in Roblox.

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A soulution for the park scene would be to go and uncheck the property CastShadow on the bottom part of your lamps. Since that part is blocking the light. Hope this helps.

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Or you could make the light emit outside of the lamp so the light isn’t being blocked while keeping the shadows.

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Really loving this feature so far. Only gripe is some areas appear really dark unsure if this is just down to how we originally did the lighting for certain areas.

It suits some areas really well like below and makes custom textures really pop out.



Here you can see some of the shadows making areas look really dark.

Either way excited for this to go live!

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The weird shadow is actually produced by the light part itself which makes me think this is a bug.

what type of light are you using?

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