I had the same problem in my horror game that I’m currently working on, had to make some big parts to prevent that and made a black skybox for it too.
from: me
to: whoever updated this thing
thank you my stuff looks so much better now
With this in mind, please consider this feature request. These would be a much more powerful alternative to the old reflectance property.
As an aside, I’ve thought about this for a little while and I do think that most of the comments about this feature being automated are coming from doomthink, perhaps partially with respect to the same automation-first principle applying for other aspects of the platform. Roblox is trying to automate too much which I definitely agree with (this is probably why Humanoids incessantly try to climb absolutely everything and we cannot control it…), but with respect to this feature in particular, automating this is a great timesaver for developers. The reality is that after sufficient polish, the majority of players will simply not notice any hiccups this system generates, and it will very much improve the appearance of games.
That said, there are of course issues with it currently that people have also brought up, e.g. transitions being too slow, reflectors being visible in themselves, ugly low resolution reflections on flat surfaces, etc.
I personally do not like how transitions between probe positions in two different rooms seem to be very slow; in this video you can see a strong green underglow on most metal parts in the second room and it takes a few seconds and some dancing to see it change.
Also, you can see something especially weird here: the tunnel spontaneously gets brighter when you stand in a bright room, which is the opposite effect you’d get in real life e.g. standing in the sun and looking into a cave, and also ruins the atmosphere I’m going for.
I also noticed yesterday that when I was flying around in a new showcase of mine, the Envmaps were constantly changing. There’s almost no reflective surfaces (mostly concrete), yet it’s changing to white, it really shouldn’t do.
It’s because this is supposed to just make metal objects indoors look better, not add actual reflections.
@ConvexRumbler I just notice there some changes of the Indoor Environment Maps, And I really don’t like it at all.
Woah Woah Woah, the before pictures don’t even look Roblox! But yeah I can clearly see the issue, it darkens and removes detail
I have the same problem in some of my interiors
Had the same problem… I think Roblox should revert back to the original ones.
It would be nice if we could tweak the Indoor- and Outdoor Specular & Diffuse. My game heavily relies on Environment- DiffuseScale and SpecularScale for outdoor areas, as a result the game will look bad if I lower those values.
Here is a good example:
With the current beta the Environment- DiffuseScale and SpecularScale also regulates those values for indoor areas, which results in unwanted results as can be seen here:
I hope this will be considered, or at least some system that allows for tweaking the indoor env. maps.
This is the next level of realism into Roblox studio. This would give a cutting edge for roblox’s modern slogan “into the metaverse” to be really showing and more realism is pretty cool that is being added into Roblox!
Does work In game? I don’t think it does
That’s never going to happen. This was an awful decision.
yeah it is a beta feature on studio only
I heavily agree with this. They practically ruined the entire thing and when we wanted it to change the devs just brushed us off as if our opinions on something WE are using are meaningless.
Friendly reminder that Unity is a game engine. Not a game platform, you have to find another platform (eg. Steam, itch.io, etc) to publish your game on or have the download for it on your website.
I agree too. I actually switched to Unity after getting fed up from Roblox Studio crashes, moderation deleting things that were for stupid reasons, and Unity gives me more freedom in general. Unity has not only Baked cubemaps, but also REAL TIME! And you can CUSTOMIZE them? Not only that but it even has REAL VOLUMETRIC LIGHTING? A-WHAAAAA? All seriousness, I’ve quit Roblox game development. I am now working on the game I was working on that was in Roblox Studio, but now I’m recreating it in Unity and releasing it as a Unity game. The planned Roblox release will be cancelled. Sorry. Unity was just better in every way. It’s easier to play animations in the code when you want to, but without a bunch of errors showing up. Only cons? Well… If you’re switching, you’ll need to learn C#.
Some unappealing frequent lighting changes happening here. The probe moves subtly which results in the walls of this large room periodically changing tint in a jarring way.
Also really not a fan of how this makes dark spaces spontaneously brighten.
avoid diffuse, just stick to specular and most of the unwanted effects should be gone
This is a fact, we should be able to place probes ourselves even if it isnt realistic, I mean none of it is realistic because its just a videogame, but control over it is necessary.