Lighting Issues in Studio

The lighting of this model from blender seems to react differently on a new baseplate:


than in the actual map:




Is there a reason as to why this is happening? And how would I fix this?

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Have you got EnviornmentSpecularScale turned all the way up?

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Yes, that slightly helps the situation but it still looks nowhere near how it looks in an empty baseplate.

Make sure the lighting technology is set to future. Otherwise, with shadowmap, voxel, compatability don’t allow light sources other than the sun to produce reflections.

And also check if the normal and reflectance maps present. Perhaps restart Roblox Studio if that’s all it needs to load the textures in. You can also reupload the normal, metalness, and reflectance maps and apply it to the meshes to see if it works.

Also, if none of the above worked, can you send a screenshot of the models reflecting off sunlight on the actual map?

I did attach some pictures of the models reflecting off sunlight on the original post (they’re the bottom 4), but here is in game vs an empty baseplate (both on voxel):


the top is empty baseplate, bottom is in game - regardless of what lighting it is, the empty baseplate always produces a better reflective model, as you can see in my comparison. i checked everything else and it all matches (I’ve even added the map to the new baseplate and the lighting changes and becomes dull)

Are the Lighting settings in the new baseplate different?
Things like GlobalShadows enabled and Technology = Future might be different between the 2 places.

nope, both have globalshadows checked and both are at voxel

It may be your Studio Graphics settings causing the issue.
Since there’s more stuff in the second baseplate is it possible your computer is getting overloaded and automatically dropping your Studio Graphics setting?

Could you post a screenshot with the technology set to future in the map from the second screenshot your provided? (not the baseplate)

What I think the problem is the model is in shade, and sunlight is how it provides the shinyness/reflectiveness and 3d-ness when using technology other than future. Shadows and lights when the technology is set to other than future don’t produce any reflections.

It could also just be poorly lit.

Did a little tinkering around after I took that screenshot - you’re exactly right. Changing the lighting to Future while shining a light directly on the statues make them look exactly how they were supposed to.

I guess my next question is, how intensive is this lighting for mobile players? I want my game to be able to reach the maximum amount of players possible. Does Roblox automatically change the lighting based off of device? I am assuming Voxel runs much better than Future in this case.

Considering that mobile users don’t have future yet, I’d say not that much, if at all. On mobile, it’s just like running as if the game was set to shadowmap. On PC, users might have to turn down their graphics settings, depending on their hardware.