Light Transport Modelling

Update:

Removed the wait() on line 26

The DepthOfField script is automatically added to StarterPlayerScripts by the server.

Made it so it connects to workspace:DescendantAdded so that people who add new parts to the workspace or have StreamingEnabled will be autoconverted.

So do you think I should possibly add a setting where if the MeshPart has a SurfaceAppearance it shouldn’t convert it?

Is it better than @WardenFrew’s Rail?

I looked over his project, this is not a “lighting enhancer”. It does not mess with the lighting settings except using EnvironmentSpecularScale.

1 Like

Uhh did you read the code on GitHub?

Yes I did, it just adds a blur, bloom, colorcorrection, sky and atmosphere. It again is really similar to NovemberReject’s lighting enhancer.

(Rtx Lighting :) - Roblox)

Or should I say, it’s the exact same code.

Here’s how it looks on my horror demo, Restless:

image


image

Again, trying not to sound rude but, just so no one gets mislead, this (seems to) only looks as good as it does because cubemap images are generated indoors by Roblox (basically, reflections) due to a recent update. Unless your game is fully indoors and every texture is PBR, it wont look anything like this, and will reflect the skybox. This can all be done without this resource.

Y’know, something interesting or impressive. Actual raytracing, a lighting engine, something that has never been done before on Roblox.

1 Like

This is what it does to outdoors, so yes it still does work outdoors, and most of these buildings aren’t PBR.

Before:

After:


(This is a PBR meshed building)
image

1 Like

The glass is reflecting the sky. Not the road below it, or the environment around it. The third image is what you would call a shadow.

1 Like

Fair enough, you’re right. I know this might sound like a crazy dumb idea but what if I made some sort of fake sky to be able to reflect the interior too?

I think your idea of creating a fake sky to reflect the interior is a creative and innovative approach to achieving a realistic reflection of the environment. However, it may not be the most efficient or practical solution. Although it does sound intelligent, how would you make Sunrays and add sunlight and a moon…?

1 Like

there’s some problems

  1. ipairs only stops yielding if it reaches nil, which isn’t even possible when using instance:GetChildren() and you don’t need to use pairs nor ipairs anymore because of the iteration for i, v in instance:GetChildren() do
  2. if v == true then is 100% equal to if v then
  3. You’re supposed to be using character:FindFirstChildOfClass() instead of character:FindFirstChild() for the clothes
1 Like

I think I have a smarter idea, which might take some time for me to fully finish and optimise :wink:

image
image

2 Likes

Is it just me or it doesn’t seem to do anything? I might be doing this incorrectly so correct me if I’m mistaken. I do notice the materials look slightly shinier but I don’t see any changes in reflections.

Also, I replied to you by mistake. Sorry about that.

Are you using future lighting?

Currently, the model is not available.
keystrokse

I don’t understand what is so useful about this resource, it’s just that in fact a metal reflective surface is turned on objects

If you guys want Ray Tracing without quotation marks and that doesn’t make everything look wet, here is a resource that might help: TPGI RE4 - Faster Realtime GI!
It might not be the cheapest but does the job pretty well. It does exactly what Ray Tracing does, adds Global Illumination, where light bounces of objects and illuminates other objects.

1 Like

Hey, that’s because my account was terminated, the model should now be availible since it is no longer deleted. However - it is not that great and there are some other interesting resources like @BubasGaming mentioned: