Amazing, how did you get results this good?
I think I typed in quixel or megascans on toolbox, they are from the Quixel Megascans library which is prohibited so I wouldn’t recommend using them on public games.
Even if you buy a Megascans license it still would be prohibited due to Quixel’s and Roblox’s conflicting terms of use sadly
ohhh i see, thats alright, thank you!
Generally for best results you want: sunlight, shadows, big colorful parts to bounce plenty of light off of.
You should probably do your research in the future before claiming someone else is untruthful, I spammed several thousands of these nodes with no performance loss. It’s really not hard to test this stuff before posting to make sure you’re contributing to the discussion and not leading people astray
I’m going to definitely try this! I’m very surprised I never saw this, seems like a wonderful creation!
Thanks!
Tbh, I feel like this could be actually used in big games if ROBLOX is able to utilize more CPU cores to render these stuff, also great job mr chicken rocket man lol
Hmm, any chance of isolating it down to a smaller scene?
The scene is under 500x100x500 in dimension. Is there a way around for big scenes? I’m running this on i9 12900HK & RTX 3080 Ti btw. But nice plugin btw. Good results on smaller scenes though. Nvm, I’m not really sure why it errors though even on smaller scenes.
I just tested out a Roblox default big scenes (over 1000x100x1000), and it worked. I think the error has something to do with mesh part or roblox unable to detect hollow terrain (1 studs thickness) on raycast (this bug was reported a while ago).
Ngl, this plugin is pretty amazing if it works properly. The results are astonishing. The plugin had issues with hollow terrains. Other than that it works like a charm. I set the brightness low to create a vintage spooky vibe.
Hey, I wonder if you would allow smaller grid sizes in the future?
It would require something to change on roblox’s side. Pointlights at that fine a grid resolution do not emit light properly.
couldnt get this to work does anyone know why??
i havent tried in awhile but ive been wanting to get this to work for awhile now
how well would this handle larger maps? I’m going to do sokme benchmarks but out of curiosity, could it support it natively or would a system have to be made to handle it intelligently?
No idea! I did a few test maps with 20-30k lights in it (fairly coarse) and it was fine.
Looks good! But, it’s a big rough on my builds.
There’s random bits of red, green, and yellow lighting in different places. Looks good on other builds tho!
Try cranking up the number of samples?
I set it to the max number of samples.