How do I get lighting inside a ViewPortFrame, to match the lighting in the real world?
I have been trying to create a portal-like system, but ran into the issue of ViewPortFrame contents, and workspace contents, look very different lighting wise. I already have tried messing with the Lighting of the world, and ViewPortFrame’s with no success.
The way light performs inside a ViewPortFrame is so different than game lighting, which make it hard to make the two look similar.
I did some digging, and found a few posts pertaining to this same subject. However, they were quite old, and I was wondering if there is a new solution to this problem.
Thanks for the response. Yes, I know this already. My question was more, how do we get around this with our current ViewPortFrame capabilities. What strategies can we use to get as close as possible?
best i can think of is just repeatedly getting all light sources and cloning the parent part if its not a attachment else have a part at the root and clone it to the same cframe as the worldcframe of the actual one
how is this possible? It clearly works on your video but i cant replicate it. How can you render the model even though it’s not parented to the viewport frame?
PD: I know its from 2020 but you are quite active. I’ve seen you a few times in recent posts.