How to enable clouds in Roblox Studio Mod Manager

You possibly need to Launch Studio first, then return to this menu after it installs and see if it’s there

You must’ve launched the wrong version of studio. Did you change the studio branch?

Good point, but don’t be judgmental on a feature not even released for beta. You used a method to get it very early, there it is far from completion.

They said the initial release is in about a week and to be completely realistic I doubt it’ll change by then

It might possibly get improved by the final release but… come on…

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I doubt it will look that bad by release. This is Roblox, not Unreal. We got a huge treat with Future is Bright, so be glad that is a thing.

Nah I’m sorry man but I just can’t agree with your thinking process.

This is 2020, and we’re just getting features like custom materials with normal/spec/metalness maps and barebones clouds and 7th gen level lighting (fib phase3), and as a developer who always tries to make decent looking games that aren’t generic lowpoly this ridiculously restricts and irritates me, so I can’t really be glad each time roblox release a weak-looking and/or barely customizable visual feature.

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I understand your point, but we still don’t know the finished product of the clouds. You honestly didn’t need to voice your annoyance about this update in the post. You stated in the title “How to enable clouds in Roblox Studio Mod Manager” Not ‘Why The New Roblox Clouds are Bad’. Anyway, end of discussion.

This is a good tutorial for the people who wish to get this feature early to test and fiddle around with some game ideas they have in mind. Although this may be risky to Studio as a whole, since this isn’t exactly released yet, and is just being pulled from their servers, still good tutorial otherwise. I hope you continue to write good tutorials.

P.S. Just to comment about this argument here, please keep Resources to resources only. I’m sure this topic is meant for giving people things to make their life easier when making games for the platform. If you really do not like how the clouds look, just switch engines, and go dev with unreal engine or something. All I have to say.

-Void_Xiety :white_heart:

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Building an engine from the ground up is a lengthy process, especially for a platform that’s as universal as Roblox. It will take some time for them to catch up and this is inevitable.

Nah. This mentality is the whole reason why Roblox is so far behind everyone else.

At this point, Roblox is around the same level of these engines in terms of size. Capability, though, is a different story.

Instead of thinking like “This is only Roblox, we’re not Unreal Engine or Unity or anything. We’re lucky to have what we have right now,” you should be thinking like “we should be pushing our limits, finding things we can work on adding to help our community and ourselves, and improving what we have, so that we can ultimately become better.”

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assassin’s creed odyssey’s photorealistic graphics, it looks real in some areas


@Slappy_326 Just to clarify the things:

  • this is purely experimental stuff, and this is not the final product. So, why instead forcing to get the feature by yourself you wait until it is fully released (wich maybe has a ton of bug fixies and improvements)?

  • Also, the final product may not be what was promised, and there is no gaurantee (specially with a very new feature) or what you see in many places or engines (such as unreal engine, shown below)

  • Plus, this feature is not official at all, this is obtained via (dataminings?) and modifications to the studio codes/scripts, creating a preview or “recreation” of how would the feature look like and how it will work

The final product would be something like this (announced in the RDC 2020):

imagen

Also, sorry about my english, im not an english-native :sweat_smile:

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To the argument that’s going on in the thread I honestly think y’all needa chill out a little more lol. Both sides are right in many ways. People have the right to critique roblox and criticism helps get studio to places it wouldn’t get by accepting features. Roblox themselves want their engine to be both fast and flexible enough to fit any artstyles you choose (including realistic), so why coddle them?

However, the feature is meant to be public next week, and roblox is only releasing it so we can give feedback, so writing the whole feature down when the goal of showing off the feature in the first place is to make it better through criticism doesn’t make sense.

I can definitely agree the clouds do look mediocre. It’s important to note that the clouds we’re seeing aren’t the volumetric clouds that were shown off during RDC, they’re the phase 1a implementations. I’m pretty sure roblox will attempt to create some hybrid system like they did for FIB with the clouds and have these clouds in place of the volumetrics for weaker devices. (idk if they already said they would do this or not, just making a guess)

That being said, there’s still a ton of work that needs to be done here. Even if these clouds are meant to be for optimization, they could use some tweaking. The fact that it’s impossible to create actual white clouds is pretty ridiculous. Lowering the density to 0.4, I managed to create lighter clouds, yet it still looked like a rain cloud and it didn’t fit the map.

If you want to create thick, puffy clouds they immediately darken the cloud to the extreme. I turned the density to around 0.8 and now there’s comically dark blobs going around in the sky.

While having the clouds get to this level should be possible, there’s barely any scenarios I can imagine a developer needed dense, near black clouds for. Dense white clouds on the other hand? I would love that, and I’m sure majority of developers would use that type of clouds in their scenes more than the acid rain storm clouds we’re getting.

The lighting effects have little to no effect on the clouds, which I think should be a toggle instead of forced.

The clouds are also shaped really weird. It’s like they took really basic noise, grabbed the extreme values and extruded the shapes out with a really fine detailed noise texture to make the clouds look more natural. Its like fuzzy jigsaw pieces floating around. Good clouds shouldn’t be able to be reverse engineered like this, they should use a more complex noise algorithm to make the clouds a bit more natural and harder to dissect.

Overall I would have more hopes for roblox, these clouds are very basic and need work, but they’re meant to be pretty basic, and its only phase 1a. The volumetric clouds shown in RDC are the real ones to pay attention to if you’re interested in making realistic scenes.

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Thanks, well said my man

I would also like to add that this isn’t epic secret hacking or epic hacker datamining lol if this is accessible through sitetest(1/2/3) then it’s public just not in the live version yet lol. It’s like an open beta test version, and public beta tests anywhere are basically VERY near finished versions

And I bet most of the time there isn’t even ANY difference between accessing a version earlier like this or playing the same version live later

EDIT: you can also clearly point out the actual roblox clouds and the skybox clouds (highlighted) in the preview image, which conveniently happen to be at the main center/focus point

I completely agree with you. I’m not an expert, but it’s no surprise Roblox’s software engineering team, like their moderation team is relatively incompetent, compared to those of other large gaming companies. The advent of FIB 3.0 has taken more than long enough to develop, yet there remains a vast amount of bugs and lighting glitches that haven’t even been reported yet. One of the most important features of the update, surfacelights, still haven’t been fixed yet, and it’s been months since they said they were going to do so. It is my honest opinion that the clouds system, currently is extremely barebones, and the sheer amount of time since this was announced should have given the software development team more than enough time to finish and polish the framework. In addition, I would like to point out that, out of all the features in the fourth quarter roadmap, FIB 3.0 and clouds have been the only updates that have been announced so far, and it’s already November. Roblox seriously needs to step up their game. I can’t mention the amount of times their other updates have eroded the platform, such as the removal of guests, builder’s club, “modernising” the site without providing an option to revert, ect. As you’ve previously mentioned, Roblox needs also to focus on features like roof-rain detection, which can be helpful in many cases for all developers on the platform.

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Great post, I completely agree (especially feeling you on the SurfaceLights FIB3 part lol)

What’s that though? I don’t remember mentioning anything like that

What you previously hypothesised on your original post. Features like lagless roof-rain detection needs to be added in order to benefit all and any developers on the platform, and the amount of features released each year shouldn’t be limited to big and game-changing things. Yes, they’re incredibly helpful as well, but the smaller things such as particle collision detection should be at least considered.

It’s sort of good if you want to reenact the 1566 celestial phenomenon over Basel
image

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If we still have to wait but I expected something more like in the RDC of 2018 or this year 2020 which showed us very different clouds, the noise system modifies it and even so they are blurred

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Have you found a solution? I am having the same problem
Also hello fellow impatient people :smile: