How do I fix this weird lighting error? [Solved by workaround]

Hi.
I want to make these lights load in so there it doesn’t cut off as it does in this screenshot. Being honest, it speaks for itself.


Do you know any way of fixing this?

Graphics settings:
10, although doesn’t matter which you choose it still doesn’t fix it.

game.Lighting/Appearance:
Ambient: [120,120,120]
Brightness: 0
ColorShift_Bottom & Top: [0,0,0]
EnvironmentDiffuseScale: 0.2
EnvironmentSpecularScale: 0.8
GlobalShadows: false
OutdoorAmbient: [50,50,50]
ShadowSoftness: 0.7
Technology: ShadowMap

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Whoops, deleted instead of edited that post.

Are you talking about the shadows between the lights?

Have you tried changing the Technology to something other than ShadowMap?

Also you can extend the range of each PointLight.

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Yup. Future (sort of) fixes the problem but a major downside is that it messes up my entire lighting setup.

I’m using SurfaceLights.
image

Also yeah? I know that. Problem is that studio doesn’t render the light below a certain height / distance from the camera (for me), and I want to fix that.

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how is it cutting off? also try making the material that you are looking through something else instead of glass

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Changing material doesn’t work.

No idea, that’s why I made this post.

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no i mean like what is cutting off? the image you showed doesnt look like stuff is getting cut off, i also meant not to change the material of the lights, but the literal material that your player looks through

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I did just that.

I said it’s the light. It just stops at a certain point.

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it doesnt look like its getting cut off, its just the ligh going onto another darker color

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What @F0xBirdmansBFF means is there some type of transparent Part between the camera and the lights/wall? I think F0x believes that the dark section is a floor. You didn’t really state enough details, assuming we know what is being shown in the picture ‘speaks for itself’ but we don’t know what is what in your picture.
I’m assuming (from the info you’ve given later) that the Neon lights are farther down the wall than the dark line, so they show up past that line.

Hiave you messed with the Value of your Lighting.Brightness to see if that is affecting it? The issue may be that if you’ve got your Brightness at 0 then objects at a distance may render darker automatically. This may happen at certain distances from the camera, especially if the engine is overloaded by other rendering/lag issues.

Why is the SurfaceLight in an Attachment and not in the Part itself?

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yeah the reason i keep saying this is because the glass material messes with lights and stuff

to me the darker section just looks like another part of the wall but we cant really tell due the the picture and how there is literally no details and OP expects us to understand the picture

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Pretty sure this is because of ROBLOX Limitations, sorry.

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For me this is always the first culprit… and also a reason why i rarely put anything in an attachment.

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When you put any light object into an attachment, the attachment acts as a part. Basically, if you move the attachment, the light does too. I’ve noticed this bug before, fyi (and that was using lights parented to parts).

I did and still nothing. This all may be just a driver / GPU / Rendering engine issue.

@F0xBirdmansBFF I’m in the core chamber so there’s nothing possibly blocking the light.

If I come close enough to the “void”,


the light gets rendered. Problem is, then, that then THIS

happens.

If I come close enough to the light, it renders properly.

a few minutes later

I think I know what may be causing the problem. The light doesn’t get rendered on the two unions I have. I’ll try changing some settings in there.

As I said, its a ROBLOX Limitation. You cannot fix it.

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Maybe. I’ll try bringing the union closer.

Ok so it works fine, which proves your point.

TURNS OUT if I move my camera up and down so that the light gets rendered, I can get it to sort of work. Not really possible in the client though.
image

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For me it isn’t. The attachment acts like a normal part, and the glitch still works even if I use a normal part.
I’ll try joining the game in Roblox Player to see if anything changes since I’ve been testing this only in studio.

EDIT: Same thing happens for the client.

Okay everyone. I’ve thought of a genius idea / workaround. I’m gonna turn this bug into a “feature” (classic game developer move). Basically, I’m gonna add a fog tat covers up the part where the glitch occurs.

This is prob just roblox limitations.

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bro what graphics setting are you testing on

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No matter the graphics settings it still doesn’t fix the problem. I’ve said that like… 2 times already.

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