It has been how long already since this has been added, and STILL nothing about a way to toggle this separately besides disabling EnvironmentSpecularScale. Seriously, is this a game engine or not?
It really is a game engine, a game engine that has less functionality than a game engine that came out around about 2005 (Source Engine)
maybe u should read clone trooperâs explanation :
The problem is, those prebuilt maps look way better!
?? They look pretty similar to me, and function very similarly, except for
- Cubemap probes are hand-placed by mappers in the Source engine (in Hammer).
- Cubemaps are static in Source, and canât ever be updated.
- The work everywhere, not just indoors.
You can also control the resolution of each cubemap, and static cubemaps are always in any game no matter what, though the smoothing source does is like robloxâs.
Wow! I was really surprised. Well itâs far from being perfect, but it is enough to be satisfying.
so many months later and i still have no way to toggle ENV maps off besides turning off EnvironmentSpecularScale, which disables sky reflections on all surfaceappearance textures and materials⌠Itâs making CustomMaterials extremely shiny when they shouldnât even shine at all
example:
vs what it should actually be looking like indoors:
i did not change the EnvironmentSpecularScale for either of these images, proving this is a bug
I have exactly the same, I havenât had anything like this before, the reflections look terrible, not high-quality, not in real time and most importantly curves. it looks cool for a certain frame, but you wonât be able to feel it in the game. As usual, we have to be content with reflections by the water (which is very many years old)
This bug is because of Robloxâs automatic STUPID camera placement when it comes to generating the ENVMAPS, most of the time it picks areas that the camera was in at least a few minutes ago, which is a very bad choice.
i wish i had a separate way to disable it so i could just handle reflections via my own system⌠WITHOUT sacrificing my normal maps
What happened to this feature? Was it silently sunsetted or am I just having trouble getting it to work?
You need a reflective CUSTOM material, you cannot use the base materials for whatever reason.
It still works.
Just tried it out yesterday using a reflective pbr material:
The base materials work, theyâre just less accurate.
I feel like this is an issue that needs to be addressed, as this is one of the biggest headaches Iâm having currently with this IBL system.
Dynamic lights that only show up for a split second, such as a muzzle flash, will appear for several seconds (even if the light itself is only there for mere milliseconds.)
Large indoor-environments are unrealistically bright.
( EnvironmentDiffuse and EnvironmentSpecular set to 1)
( EnvironmentDiffuse and EnvironmentSpecular set to 0)
This is a huge problem and I think it needs to be addressed before anything else regarding this system.
I feel like the faked Global Illumination needs to be turned off, because itâs not doing that good of a job.
This is really only good for very very basic reflections on small objects, and should definitely be disabled or turned down significantly on large objects.
@ConvexRumbler Itâs been years, and no concerns/pain points have even been acknowledged. If Roblox wants the community to be happy, you need to acknowledge and address this. You want to be trusted? Roblox relies on us devs, and if the devs are dissatisfied, the company WILL fall. A UGC platform cannot work when the UGC creators are ignored, and leave.
Robloxâs argument for not allowing us to place env maps ourselves is utterly stupid, if env maps are not in real life, why not remove gui? you canât have a health bar on your vision 24/7. why not remove anchoring objects, floating things arenât in real life right? Adding the ability for env map placement makes our games look better, and more realistic, doesnât that align with your goals for realism? making your engine limited because âthe object doesnât exist in real lifeâ is annoying, and is going to hurt the amount of developers that use Roblox as a development platform.
Technically we do have the ability to do that since Reflection is based off of the Skybox. However, I do agree that Roblox should give developers more control over reflections. I donât know why we donât have the ability to do something like game.Lighting.Reflection = ReflectionMap. Having the ability to control reflections beyond just skybox would be very helpful.
It only works inside rooms with no exits to the outside, otherwise it looks very off, but if its outside its fine for using the skybox.