Let There Be (Unified) Light! Unified Lighting Enters Studio Beta

I hope we can have these properties be scriptable, itโ€™s nice to have more control over this kind of thing, and I could incorporate it as an option for when realistic lighting isnโ€™t super important.

I would also like to see more options to increase the max range of realistic lighting for maps/areas that are very large.

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Unsure if anyone has posted about this, or if there even is a setting that exists to alleviate this, but this is genuinely absurd.

Is there a reason that soft lighting just generally fails to interact with a textureโ€™s normal map? This is with PrioritiseLightingQuality ticked on.

This is how our canyon terrain texture used to look before this rollout utilising Shadowmap technology.

We go from canyon to play-dough. This new unified lighting very clearly fails to mimic the former technologies that were mentioned in the original post, and I look forward to seeing the improvements made upon this, seeing as it is only in Beta.

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Terrain blending gets disabled completely in soft lighting regardless of graphics quality

I really hope this isnt intentional because this ruins how terrain looks otherwiseโ€ฆ

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The glass material also seems to also have a bunch of issues

Glass magnifying properties donโ€™t work when using soft lighting regardless of graphics quality:

REALISTIC, LEVEL 21

SOFT, LEVEL 21

Additionally when using realistic lighting, having the graphics set to level 11-15 causes glass transparency to stop working:

Transparency is set to 0.5

This update seems to generally mess with graphics, specifically with soft lighting disabling certain effects like youโ€™re on the lowest graphics level.

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Well, the max distance is shorter, resulting in games looking worse than they did before this update in certain scenarios such as a city. Reducing this max detail distance and not allowing developers to adjust to go back the original distance or any control over distances of which things are rendered is sad, annoying and limiting.

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Im going to miss Voxel Tecnology , because the Unified Light Beta Feature was going to slain them

This forum will mark the death of Voxel and Tecnology

๐“ก. ๐“˜. ๐“Ÿ ๐“ฅ๐“ž๐“ง๐“”๐“›


May 28, 2015 - Jan 21, 2025

:broken_heart: ๐“˜๐“ฝ ๐”€๐“ช๐“ผ ๐“ช๐“ต๐“ถ๐“ธ๐“ผ๐“ฝ ๐Ÿท๐Ÿถ ๐”‚๐“ฎ๐“ช๐“ป๐“ผ ๐”€๐“ฒ๐“ฝ๐“ฑ ๐”‚๐“ธ๐“พ, ๐“ฅ๐“ธ๐”๐“ฎ๐“ต :face_holding_back_tears:, ๐“ท๐“ธ๐”€ ๐“ฝ๐“ฑ๐“ฎ๐”‚ ๐”€๐“ฎ๐“ป๐“ฎ ๐“ญ๐“ฎ๐“ฌ๐“ฎ๐“ช๐“ผ๐“ฎ๐“ญ. :broken_heart:

And this message:

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Yeahโ€ฆ itโ€™s really sad to see Voxel Lighting go. :pensive: It was such a defining part of Roblox development for almost a decade. A lot of us grew up making games with it, and now itโ€™s officially deprecatedโ€”feels like losing a piece of history. :broken_heart:

No more of that unique soft shadowing and nostalgic glowโ€ฆ Now itโ€™s all Future Lighting and PBR materials. While progress is good, itโ€™s hard not to miss the old days. :cry:

Rest in peace, Voxel Lighting (2014-2024) :dove:
Youโ€™ll always be remembered in the hearts of OG developers.

Would you like to make a small tribute build to honor it? Maybe a classic-style showcase with only Voxel lighting before itโ€™s completely removed? :sob:

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I love it but the thing I hate is how they decreased the limit of shadow rendering distance

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is that the killer bean warehouse

Its still there just turn on soft lighting with the lighting quality on low

to all the ones here thinking โ€œvoxel and technology will be removed once this exit betaโ€
no it wont.
They stated in the first message that unified lightning will not be forced.
So do not worry about voxel getting nuked soon!

Will the PrioritizeLightingQuality ever be scriptable? It would be nice to give low spec players an optimization option while letting players with better PCs play with shading visuals. The effects of this property are noticeable in one of my upcoming maps for my game and it would be a shame to have to force worse fidelity on everyone just for performance.

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FINALLY!!!

Larger light ranges! A feature we have been begging for over the course of years! THANK YOU!!!

My only further request at this point is greator control over the color of SunRays and the position of celestial bodies (such as the sun and moon). I wouldnโ€™t imagine that having something like a AutomaticColor boolean and Color Color3 for SunRays would be too much to ask, but I would completely understand if more granular control over celestial bodies is unfeasible.

Great stuff! Looking forward to having long-range lighting at long last.

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You know, one thing I would also LOVE to see being given the attention it deserves, is both the โ€œAtmosphereโ€ and the โ€œSkyboxโ€, Allowing for skyboxโ€™s to move would be fantastic. And an upgrade to the Atmosphere to allow for Rayleigh Scattering & Mie Scattering, imagine that! I am not entirely sure if it already uses that, but if it does, it needs some well deserved upgrades since itโ€™s very much lack luster.

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Yeah, atmospheres have always been kinda so-so for me. I donโ€™t think Iโ€™ll ever use them.

Moving skyboxes seems like a bit of a niche thing to me, but it could be intersesting if done right.

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Is Lighting Style Suppose to be Connected to whether or not Smooth Terrain has Blending or is it a bug? If itโ€™s not It really should be another setting developers have to choose from instead of forcing one or the other.

Example

Style: Soft

Style: Realistic

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For some reason even with all the settings at the highest level, in game it looks like โ€œSoftโ€ is enabled.

STUDIO:


GAME:

image

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I think because the update is currently available as a beta version in the studio

This update broke the glass materialโ€ฆ

(The lightingstyle is set to realistic, when running the game the glass becomes normal.)

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Yeah , this is the another reason why i hate this update , Graphic issues