Getting the skybox to be 100% white

It’s probably the simplest of issues but it’s really bugging me.

It’s essential for my game’s skybox to be 100% white. I have set all 6 sides of the skybox to a white color(using a 1x1 pixel photo), however unless I am using the Compatibility renderer in Lighting settings, the skybox gets a gray color, basically not being clear white.

Compatiblity

Voxel or Shadowmap, both produce the same results

Now for obvious reasons I don’t want to use the Compatibility renderer since it’s lacking many features. What could I do to get the skybox to not have a gray tint instead of being white?

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My idea is that you can create a large inverted cube, set CastShadow to false and make the Material neon, and set the color to 255, 255, 255. Then you could put a bloom post processing effect to take a way the blurry part of the Neon material. I’ve had that same issue, so thats what I did

I would go for that, however the issue is that my game will procedurally generate the level, so it’s not much of a solution since the level would stretch out as far as a couple 1000 studs.

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Huh, then I really dont know what else to do, sorry. This is an annoying thing that happens, and i’m not really sure why. But good luck in finding a solution!

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Locally weld an inverted white sphere mesh to the character’s rootpart when they spawn. Ensure it’s local so that nobody else sees anyone else’s “skysphere(?)”

Make sure the inverted sphere mesh is large, -5000 on all axes should do the trick.

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Hmm, possibly, I’ll give it a go!

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Yes, you will need FogColor set to 255 255 255 and a FogEnd closer than the sphere. This will be pure white.

Also, did you try experimenting with the lighting properties and post-processing effects?

My solution is one million percent disgusting, but will work where all else fails. It is how I’ve done custom dynamic sky colors in the past.

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Have you seen the lighting/ambient?

One option you could do is to create a billboard gui that is placed a far distance from the camera - say 10000 studs? Then fill that gui with a frame with a single color, then detect whenever the camera’s CFrame updates, and move the billboard gui’s adornee accordingly.

I don’t think I explained this well, so I took the liberty of creating a simple model which might better explain it. You can change the distance in the localscript.

FakeSky.rbxm (5.3 KB)

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Neat solution and thanks for writing it for me. Might be by inexperience with Roblox in general but I can’t seem to get it to actually work. I put it into my StarterGUI folder.

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Yes I have, I tried messing with all of the settings. Also it’s not post processing as far as I can see.

It should work for a player when the game starts, it won’t work within studio edit mode.

You could try using a ColorCorrection effect and bringing up the saturation. Keep in mind this will affect your whole level, not just the skybox. It’s worth a shot though!

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Okay, well thank you all for your ideas and solutions. I’m probably going to end up implementing one of them, but I’m going to mark @Soybeen 's solution as it was the first one that should work in theory!

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It is not possible to get a color to appear at 100% brightness in Voxel or ShadowMap modes due to how the HDR tonemapper works, as far as I’m aware. However, I’m not an expert on HDR rendering and this is going off what @zeuxcg has explained in the Future is Bright information posts, so perhaps he could explain it a bit better.

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