Can You please share your experience with the current env map lighting for You? How does the envmap placement affect you. Does it bother you that there is only one location for probe?
From my little playaround in studio, it seemed to work pretty well for me! Moving from room-to-room wasnât jarring but in smaller houses it is noticeable, I noticed how it gently eased into the next generated map of course but especially on the bigger map it was fine. Generally moving from area-to-area pushed the engine to capture new reflections, but it didnât always trigger so I think having a way to ensure manual reflection captures in certain areas would be a bonus.
Something that is bad for my game however (which relies on darkness and not being able to see another character in the distance) is you can see into a pitch black room when standing in an adjacent room with brighter ambience.
Yes! It really does!
Thank you so much!
It is the same resolution though, both 0.1x0.1 studs. Also I thought you meant by parts as in like a bunch of parts used to mimic sunrays which is pretty noticeable, and not a big mesh. If you open your dms or you dm me we can chat about it there and not here because this is very off topic and I donât want to fill this with off topic posts. Thereâs more I want to say to show you itâs the same resolution but I donât want to make this long because its off topic.
every time you change the position of the camera it feels very strange, another bad thing about this update
Is it safe to say that this scene is heavily inspired by The Platform?
Thatâs what I was thinking too!
It brings so many memories
Also itâs really well done
Itâs cause you got the Eager Bulk Execution setting turned on which forces some effects to update every frame or at least a lot more frequently (Namely Atmosphere and the dynamic environment maps). Turn it off in the Rendering tab in Studioâs settings
Really nice feature, I understand itâs in beta since there are bugs here and there. Although I cannot wait for it to be released!
The reflection quality isnât supposed to be superb. The goal of the reflections are to improve the look of PBR materials within Roblox, and it isnât designed to be used as a mirror.
The reflections look good, but I would like faster reflection updates and clearer reflections on different surfaces
I think automatic placement of âenv mapsâ is appropriate, but in my opinion people are worried that this kind of thinking will extend to other features of the engine where a one size fits all approach does not work StreamingEnabled comes to mind, where the engine takes complete control and that approach doesnât work for every game.
its actually what the build is based off of
there needs to be some way to control the reflection probe position, there are a lot of rooms in my game where the âcenter of the roomâ is considered under the floor (ball on the screen for reference)
Is this feature the reason Iâm getting this weird shading switching when I get âindoorsâ?
Itâs confusing me soo muchâŚ
thatâs a real shame. i used legacy reflections all over my gameâs buildings to make the âglassâ match with the reflectiveness of neon on the textures. alot of people use it too. also, you guys should try making reflective stuff at least reflect the sky correctly at night.
Try changing the sun position, that should help.
How does changing sun position relate to the automatic shading change??
If the sun is behind the walls, itâll have more shadows, if itâs infront of it, itâll have less shadows.