point light
Currently working on a build for my portfolio and i was happy to stumble upon this article! I know it’s still in beta and all but my goodness it looks amazing in studio!
This is Amazing! Now I’m able to use better light for my games! Thanks!
The lighting only works in studio btw.
Okay so, I tried recreating your issue and I concluded to that your emitting the light from the cylinder which blocks a bit of the light making the shadow due to the sphere. Here’s a picture to help understand.
As you can see here the cylinder is emitting the point light, and bellow it is the sphere. Since these are separate parts the shadow is showing due to a bit of the lighting being blocked by the sphere. If you make the cylinder smaller from the top of it, the shadow gets bigger. You don’t see this on shadow map/voxel cause it doesn’t render light emiter shadows obviously. I’m extremely sure this is the case which means this isn’t a glitch just roblox simulating how it actually would work in real life.
There’s 3 fixes to this.
- make it emit from the sphere
- union them together and putting in the point light
- or make a seprate block the same size but make it a bit longer then the entire model
Going off topic, to fix the ceiling being too dark you can, Point a surface light to the ceiling and make it extremely dim to brighten it up a bit.
I hope this helps!
the sphere and cylinder are unioned, so there is no way for me to change where the light is emitted from.
Huh weird. By any chance, could you give me the union with the point light emitting from it so I can find out your issue or just it being a bug?
Wow Roblox, this is very nice! The future is indeed very bright!
I’m looking forward to seeing this go live, it’s one of the best updates I’ve been around to see!
That’s your answer. It’s only for higher render settings.
here another thing i make using fib3,
I love this. This will be a dream come true if Roblox allowed it in live games.
That’s the shadow gap:
Whats up with the angle of the light changing with shadows on when your more farther. I don’t know how to say it but heres a video showing off what I mean. Is this a bug or some sort of optimization? Same thing happens with point lights. It’s more noticeable depending on how far and where the light is. https://youtu.be/Ovq_7hi9CW0
Disable ‘CastShadow’, that should fix it. Because the light will project the part’s shadow too if that is enabled.
now time to bake all those high poly details into a normal map…
Then he wouldn’t be able to use shadows which he probably doesn’t want.