I require some tips to light my airport [WIP]

  • What are you attempting to achieve?

I am trying to achieve good looking lighting, minimising artifacts (not entirely removing them ofcourse), minimising unrealistic lighting and keeping decent performance.

  • What is the issue?

The airport is huge. And it has a lot of open space. So lighting it with decoration as well isn’t the easiest thing to do.

  • What solutions have you tried so far? (Have you searched for solutions through the Roblox Wiki yet?)

What I have tried is to use a blend of point lights and surface lights aswell as different heights of surface lighs but I cannot get the best looking lighting. I dont mean it has to be 5 star lighting but it has to look good.

Your help would be greatly appreciated.

PICTURES SHOW DEVELOPMENT WHICH IS W.I.P



4 Likes

I wouldn’t recommend using ROBLOX lights, try using the sunlight to your advantage.

This is something I made recently, notice the contrast between the roof and the floor?

I turned castshadow off, this makes it so the roof is nice and well, I wouldn’t say bright but it isnt shadowed, it also wont cast any shadows on the floor, which then allows sunlight to look 20x better coming through the windows

Play around with lighting values, like I said, just my personal opinion but I would chose to use natural light rather than an external one.

I’m not sure if i’ve answered your question here, any concerns direct them at me please.

4 Likes

Roblox really sucks for things like this.
The only real ‘hacky’ workaround for this is to spam pointlights or surface lights on the ceiling. It won’t cause too much lag if you only put it where necessary. (i’ve got at least 500 pointlights in a 500x500 area and it only loses me like 1 fps… but i also have a script that disables ones that are ~80 studs away)
Also turn the shadows on your lights off!! A huge cause of lag with Future lighting is lights having shadows!

image

In the many years on roblox I’ve never seen a lighting issue like this before. I’m assuming it has something to do with roblox’s shadow range though, put a pointlight on it :person_shrugging:

also disabled the shadows on your windows, like cmon, get some sunlight in that place!

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Hey thank you so much for your response, this is actually a great idea which I am going to take into consideration however, one problem, the game will have a day and night cycle, I apologise for not including that previously. This game will have a day and night cycle so I would need to compensate for night time as well. Do you know what I could do then?

Hey thank you very much for your response!

I guess I could try the point light idea and hopefully it will look good and of course, not lag.

This picture here shows the pillar cutting through a surface light which I guess is the issue here however I cannot really move it up or it will look very unrealistic on the roof.

What I could try is stacking surface lights with both top and bottom being lit?

You can get systems that turn lights off when the ClockTime reaches a certain point for example, they will turn on when it reaches 18:00 for example. This would allow you to have a system of which in the day, utilises sunlight through the roof of the building, but at night uses point lights for example.

If you need any assistance with these systems lmk because I have them on hand.

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Yes I could, hmm. Maybe I could combine both of your methods together which could work.

Would turning on so many lights at once hurt performance or would it be just a split second thing?

As long as the shadow lights are turned off, it should theoretically just render and be fine.