Increase Range Limit of Lights

As a developer it is currently impossible to efficiently light up a large area.

I’m trying to light up a large area - “Yeah this shouldn’t take too long, I’ll just put in a few lights”. Ended up taking 10 minutes to cover up some of it, used over 100 lights.

The range limit of 60 is way too low.

Imo SpotLights, SurfaceLights & PointLights in general just aren’t really good.

This whole row is filled up with lights - it just gets completely cut off
image

EDIT: It just completely stops working;(Me deleting the light)
https://gyazo.com/d6809bd8fd59791ff452be7b26413358

535 Likes

Support, the clamp should be removed entirely if it doesn’t heavily affect performance.

109 Likes

I’ve always found the immediate cutoff very noticable and ugly. I’d love to see a change for that.

102 Likes

I think they should have greater range too, but have you tried using brighter light settings?

39 Likes

Brightness only… increases the brightness. 10 is the max, which is what I keep it at.

36 Likes

The future is bright.

84 Likes

I’d like this for now. Problem is, I doubt it’d be done because of Future Is Bright being in the works.

But for today? Yeah, I’d like to see it as a temp-fix before the new system arrives.

32 Likes

Huge bump, but this is still an issue. Light range of 60 is too low to make anything useful that’s in an outside environment

65 Likes

Bump again. Now that Future Lighting is enabled, and used in more and more games, the 60 stud light limit is feeling more arbitrary. Could this limit be removed?

59 Likes

With all these graphics updates lately, you would expect lights to be able to go further than 60 studs, right?
Nope, we are still limited with a short range of 60 studs.

This limit is preventing a lot of builders and GFX specialist from creating beautiful large scale builds and scenes!

49 Likes

This is absolutely pathetic

I have a hall that’s 80 studs high, and this ridiculous limit is preventing me from lighting it up properly. It forces me to use weird tricks, that can easily be exposed once players get close to the light source.

Please increase it to at least 100, I’m begging you…

117 Likes

The current range of lights (just 60 studs, which scales to around 20 meters in most games) is very restrictive. As far as I know, this limit hasn’t been increased ever since PointLights/SpotLights were released (like 2014 I think). It would be great if it was raised at least a couple times. Perhaps it would allow things like the lighthouses in my game to actually illuminate their surroundings.

While we’re on the topic of increasing the range of lights beyond 60 studs, we must not forget about the short rendering distance of light objects either (the cutoff happens just a few hundred studs away right now). That limit should be increased as well for this change to make sense.

119 Likes

Needed to bump this as we are still stuck with a poor light range of 60 studs. This limitation with lights are the only thing stopping me from creating beautiful large industrial scenes with heaps of these lights. (Another great example for use is the one above for a light house which would be incredible when using Future lighting!)

If we can get this limitation removed, so much can be done. I mean, the future is bright, is it not? I guess we will just have to wait for an answer.

69 Likes

I hugely support this bump. PLEASE extend the ranges! I need this so bad.

67 Likes

Who guessed it!
Another bump!
But a needed one… We are STILL stuck on 60… ROBLOX, As you can see this is a very requested feature, why is it not being updated?

EDIT: Praise the lord. Roblox staff noticed us!

47 Likes

Addition, range should be a Vector3, judging how far down a light should go, how wide on the x axis, and how wide on the z axis it should go.
That way lights won’t enter another room below or brighten up the floor too much in a wider room.

35 Likes

image
Can we fix this issue while we’re at it?

55 Likes

The only way I know of to fix this is by putting a large block in the way of the sunlight as it will create shadows in the room. This is useful if the map doesn’t allow you to leave that room, or else it will look obviously wrong.

18 Likes

Well that sucks. These walls are 1 stud thick too, there’s no reason this should happen.

21 Likes

I understand. Maybe try switching the lighting technology? I’m not sure if that will fix it. Good luck

12 Likes