Games lighting vanishes during cutscene

My issue is that my lighting vanishes from my game once a cutscene begins to play
is it maybe due to the fact that i am using run service to constantly re weld my camera or is it something else?

No i dont change the global lighting
No i dont change the spotlights from the lights
No i dont change shadows
nothing changes besides the cameras position and the obvious animations that play

local CinematicsFolder = game.ReplicatedStorage:FindFirstChild(foldername)

local CurrentCameraCFrame = workspace.CurrentCamera.CFrame
local FrameTime = 0
local Connection


Connection = rs.RenderStepped:Connect(function(DT)
	FrameTime += (DT * 60) 
	local NeededFrame = CinematicsFolder.Frames:FindFirstChild(tonumber(math.ceil(FrameTime)))

	if NeededFrame then
		workspace.Camera.CFrame = hrp.CFrame * NeededFrame.Value
	else
		Connection:Disconnect()
	end
end)

my camera reweld code
video and screenshot of before and after the cutscene begins


you mean the lighting service glitches? like the map is more brighter than its supposed to be?

soft lighting loads a little bit slower than realistic. maybe you have graphics at levels less than 5-7?

the lighting service “glitches” the map loses its shadows and lighting so in a sense, you could say that unless it is night time, then it is darker…

i am using realistic, graphics levels are always maxed both in studio settings aswell as my own personal settings

set cameras cameratype to scriptable before the loop

already done this, from now i know its not my settings, could it be that the cutscene is tens of thousands of blocks away from the origin of the workplace??

Exactly, your parts with lighting inside dont render after a certain distance, you can change this variable with the StreamingTargetRadius (default is 1024) Property inside of Workspace.

Although at a larger amount, some lower end clients may encounter a little bit of lag.

I’d recommend making the player nearer to the cutscene when you load the cutscene, (1000-2000) blocks away and change the SteamingTargetRadius based on the distance your player is from the cutscene

200 StreamingTargetRadius

500 StreamingTargetRadius

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