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

Forgot to give feedback on the current state of unified lighting
It’s sad to see that the max range at which future lighting is seen is lowered and it doesn’t seem to help with the light cutoff im suffering from. This basically further ruins immersion of the game atmosphere im aiming for (a highway at night time).
There are probably more problems to this, but hopefully once it goes out of beta, things will be ironed out.

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afaik thats cause the environmentdiffuse uses a bulkier grid

(if thats what you’re talking about)

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Yes , also with voxel revival at low graphics!!

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FINALLY!!!

Global illumination! A feature we have been begging for over the course of years! THANK YOU!!!

My only further requests at this point is greater HDR support and also Global Illumination to reflect lights from textured meshes and neon parts

Great stuff! Looking forward to having global illumination lighting at long last.

as a lover of volumetric lighting using tech such as billboardguis & particleemitters, i’d also like it if color mixing & shadows on those would be more optimized if possible when this update rolls out fully.

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is it me or do i see absolutely no difference in the examples

uh what, global illumination? I know what that means, but I didn’t know we were getting it. Unless it’s a joke lol

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could you elaborate? Where do you see global illumination?

Um… light reflection as in literal reflections. Global illumination is still far off for roblox I’d say.

also, what do you mean “greater HDR support”. roblox has been HDR since voxel, dont see how they can improve it since this falls in line with proper HDR. if you mean stuf like half life 2: loast coast HDR, that’s a trick used for eye adjustment/auto exposure.

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Before:

After:

Turn down EnvironmentDiffuseScale, Set OutdoorAmbient to darker values, same with Ambient. These will give you darker shadows.