I really hope this wasn’t because of me complaining (and overreacting) about reflections being tied to the Diffuse Scale.
I’m sorry.
I really hope this wasn’t because of me complaining (and overreacting) about reflections being tied to the Diffuse Scale.
I’m sorry.
This is currently affecting how my game looks severely. How come there is no toggle for this at the minimum? We did not build our game to match Roblox’s automatic and unpredictable indoors reflections, nor is it something we can feasibly do. There needs to be an option to disable this. It’s ruining the aesthetic of our game.
I would bring more examples, but since this change is being forced on both studio and in-game, I can’t take screenshots of how most looked before.
I’d also like to note this is currently affecting our average visit length / concurrent player count. This goes against our game’s aesthetic and makes it feel different.
Edit: Our game has a “blackout” mechanism that can be enabled for events, and it is currently ruinned by this forced lighting reflections. Every thing becomes slightly visible, which ruins the entire point of the blackout mechanism.
As a Developer I can also agree. How can Roblox expect their updates to ‘work’ if they aren’t compatible with all games. And even If It isn’t at least give an option to toggle it on or off. This is outrageous and should be dealt with.
The reflections look really cool but is there a way we can turn this feature off? I’m having issues like where the metal gets intensely bright like neon and I can’t seem to figure out how to fix this. My game relies on the mood lightning for a specific feel and its being disrupted by objects getting randomly bright. I’m hoping this gets fixed soon!
Wait, this is being forced?
Suddenly those 3 rant posts I made about this aren’t seeming so crazy…
I’ll admit, some of the things I said were rude and unnecessary, but I had a point.
That’s just skybox diffuse lighting. EnvMaps are supposed to improve the look of indoors. If you want to see it take place then you need to be inside a building.
It suddently started working nearly perfectly, despite being something made by Roblox lol. The only issues I have are the fact that they’re indoors only and the fact that they don’t reflect SurfaceGUIs, which I use alot in my games to make glowing ad billboards and such:
also surfacelights still have broken specular, valve- i mean roblox pls fix
It should also be able to be disabled, since it can bother sometimes.
It works great now, and I’m actually really starting to like this update. Only fix I would suggest now is an improvement in image resolution.
Has this been moved back into beta? Currently not working in studio.
Still works for me in client with many Players. Setting Graphics Levels higher than 2 seems to fix issues with it not appearing for me. By the way, I love the way it turned out for you! Was the PBR Texture made for private use or is it publicly available? If it is a public asset, do you mind sharing the direct link to it here so that we can also get our models to look as good? Peace
We just have the metalness set to pure white and the roughness set to pure black. Not ideal but we weren’t expecting indoor reflection maps to go live. The trick to get it working is in the lighting settings and scene setup.
Color makes a huge difference too:
I was in the middle of working on making it a little bit more nuanced and when I noticed that it wasn’t working for me in studio of in the live game, and indoor reflection map was back in the beta settings.
Thanks for the clarification. I am still a bit confused but will create my own maps for metalness and roughness then I suppose. If Roblox moved this update back and disabled it on clients, it would definetely render many games to having that static skybox reflection indoors and will ruin the realism sadly. Hope they do not do that and listen to developers for once, this was a really cool update in my opinion.
Follow up question, now that I’m in studio, how can i edit this property?
I checked the beta features section and nothing regarding this was there
You spelled it wrong. Its game.Lighting.EnvironmentSpecularScale
Seems like the biggest issue isn’t even the huge light you need to get the slightest reflection. It’s the quality of it. It’s almost impossible to get the angle right because it seems to generate a random position every time it renders. Unions and meshes have very poor quality in the reflections, and the ball I’m using to test it manages to appear in the reflections of itself.
This feature isn’t supposed to provide mirror-like reflections for reflective objects nor is it intended to provide individual reflections for individual objects. It is only supposed to improve interior lighting by generating an environment map of the room you’re in, which is why the ball also shows up in reflection.
If a reflection system shows the reflective object, it ruins the realism it’s supposed to bring. Whether or not the engine is realistically supposed to run a precise reflection system shouldn’t take away from the fact that it’s a very damaging bug to the system.
I get what you’re saying, and I do agree somewhat, but I feel like you don’t understand what I’m trying to say. This feature is really only supposed to improve interior lighting and not provide mirror reflections.
If you want individual objects to give off their own reflection and not appear in them, you’ll have to look to something else other than environment maps. Ray tracing and planar reflections might work, but the former has the downside of a heavy performance impact and the latter only allows for one planar reflection at a time (at least in the Source engine)
If you tried to automatically generate individual environment maps for each individual object, I am willing to bet that performance would drop a looooooooot especially in scenes with a lot of objects. This makes that completely infeasible and will make a lot of lower end hardware explode (and make people really angry).
Cube maps are not supposed to be perfect reflections, instead they are supposed to make indoors areas reflect themselves rather than reflecting the skybox, boosting emersion. Many other game engines use cube maps, its common practice and makes games look better. Of course, the other softwares let developers set them manually, making them look better.