Future Lighting Corruption

Disclaimer
I’m unsure if this specific issue has been reported before, but I have taken a look at other related posts. However, they don’t seem to quite exactly match my problem.

In a nutshell, Future is having a major meltdown, but I have no idea what is going on. This problem suddenly just came out of nowhere, and it only affects my place in Studio. No matter how many times I reload, it still remains. Even downloading a copy and opening it yields the same issue.

Here’s a gif that will hopefully convey everything, instead of me having to type it out.


Another example of weird Future lighting behavior.

One interesting example to note is that any new SurfaceLights created will function normally, so it feels like the previously existing SurfaceLights just got corrupted.

Left: Newly created SurfaceLights | Right: Preexisting SurfaceLight

There are over 40 SurfaceLights (and SurfaceLights only) in this build.

Could the amount of lights in this area be a factor as to why the lighting is acting so strange? Have I accidentally done something wrong?

There have been no changes to ShadowSoftness.
All gifs were captured with a ShadowSoftness of 0.2.

QUICK UPDATE
Disabling Shadows in the Properties will get rid of the weird issue.

3 Likes

Hey, in the mean time, you can run this script in your studio command bar (the text field that is at the bottom of the studio window). Basically it goes through every single item in workspace, if it’s a surfacelight then it creates a new surfacelight parented to the same part and copies over all of the properties.

(Note that if you have anything parented to a surfacelight, the code below will not copy over the items inside the surfacelight. So if you do have stuff parented to surfacelights (I don’t know why someone would, but just in case), then either remove those things in advance or don’t run the script)

The code (just paste it in):
for _, child in ipairs(workspace:GetDescendants()) do if child:IsA(“SurfaceLight”) then local new = Instance.new(“SurfaceLight”, child.Parent) new.Angle = child.Angle new.Brightness = child.Brightness new.Color = child.Color new.Enabled = child.Enabled new.Face = child.Face new.Range = child.Range new.Shadows = child.Shadows new.Name = child.Name child:Destroy() end end

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I just ran the code snippet you sent, and it is still not working for some reason.
I selected a SurfaceLight beforehand to show that the command was really run.

2 Likes

Having the same issue in my game , and DMed @vrtblox about it with a repro and he is going to look at it. Its also happening to SpotLights with Shadows enabled.

2 Likes

would you mind DM me the place so i could take a look?

2 Likes

Should I DM my place as well? @vrtblox

QUICK UPDATE
Disabling Shadows in the Properties will get rid of the issue.

I have the same issue, i just changed lightning to ShadowMap instead future

Yeah, i did the same!

we have a fix for that. i’ll update fib3 post when its live. thanks for help!

2 Likes

would you mind sending me the place just to make sure its the same issue we fixed?

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