Yeah, I’m not great at coding, I might need a bit of help for that if you can
Well works good but in mobile version does it haves that good fog or bad?
Yes then can you do it in mobile too?
And why is the owner don’t reply?
LightUp v3 | Redesign & new price
Hello everyone!
I’m glad to announce that LightUp got a complete redesign (UI and logo as well).
Let’s take a look!
As you can see, the new UI is much more minimalistic and user friendly. It also has some labels to help you understand some features.
Now, when you’re computing volumetric fog, the plugin will show the progress in percentage.
Also, LightUp got a new logo!
Important! LightUp costs $4.99 now
What do you think?
I’ll update the main post soon with a new tutorial.
Hi, Do you have any example places we can check out, perhaps one with the lighting , one with out?
Or can sections in game have it and others do not?
I would like to Play it and see the results while playing.
Also, does this enhance the lighting of decals or surface appearances?
Do you have any suggestions as to which material type work better ?
Also does this work on Lighting that is Future? Shadow? any Lighting setting to set? Brightness, time of day, geo location, ambient ?
Oh and does this only work on static environments? Meaning if parts or decals or things are added after run time, does it enhance their lighting?
Thanks
Hello,
I just bought the plugin and it is great!
Somewhere in the thread, you said we can select a model to only bake this section, but when I try doing it, it still will bake all the map.
I would appreciate a lot if you could fix it.
Thank you
Isn’t it possible to get the same effect by manually placing point/surface lights? I’m not too familiar with Future lighting (all my games use Compatibility), but I’m pretty sure it’s possible to create fake global illumination manually.
Hello!
I’ll look into the issue later today, thank you!
Of course it is, but it will take you quite a lot of time to make it look good as well
Hello,
The plugin only works with lights, no decals or anything else.
It should work with any type of lighting except Compatibility. (Tho I haven’t tried Voxel yet)
I will try to publish a game where you can see how it affects the environment!
i buyed it for 100 now is free there is new one im unlucky
you could do the old one to important and the new one will be the old like the lite
I made a fork. I noticed that the cleanup was in O(n^2) (quadratic time) so I added an option to place the points into a grid and then clean it up with O(n) (linear time) or even use both (grid and the default) with faster results. I also made a few changes to brightness using the inverse square law instead of just the number of bounces. There are also more options for how you want the rays cast.
(free model) (212 lights)
Another example:
(With assistance from LampLight (a forked version by me))
(331 lights)
Before:
After:
I just realized something, I could search nearby nodes and compare them using the default method. I would still have a best case of O(n) but it has a worst case of O(n^2).
I can multiply the gridsize by the square root of 3
Check the points inside the grids.
Then select grid and check for the grids around the selected grid.
After I can then check the points of the selected grid to the outer grids.
Repeat for all grids and we have O(n log n) with a best of O(n) worst of O(n^2)
I forgot to toss in an after.
(with no lamplight, 426 lights):
If you are wondering what Merging does:
When on during clean up (where it removes lights too close to each other (and picks the least bright one), It will then weigh their color against the total brightness and add the weighted colors to get the final color.
The code looks like this btw:
local function mergePoints(effectedPoint, otherPoint)
local distance = math.round((effectedPoint[1].p - otherPoint[1].p).Magnitude*1000)/1000
local brightness1 = inverseSquare(effectedPoint)
local brightness2 = (inverseSquare(otherPoint))*math.clamp((1/(12.568*math.pow(distance+1,2))),0,1)
local totalBrightness = brightness1 + brightness2
local weight1 = brightness1 / totalBrightness
local weight2 = brightness2 / totalBrightness
effectedPoint[4] = Color3.new(
(effectedPoint[4].R * weight1) + (otherPoint[4].R * weight2),
(effectedPoint[4].G * weight1) + (otherPoint[4].G * weight2),
(effectedPoint[4].B * weight1) + (otherPoint[4].B * weight2)
)
end
i wish roblox didn’t remove plugin sales via robux
(region locked)
WOW!
I’m impressed! I might take a look into the code myself and try to implement some of the stuff you have mentioned into the plugin.
Thank you, this is truly amazing work!
I’ve basically re-written almost all of the plugin.
I’ve also made some side changes like changing it from using parts to attachments, I’m going to prob use a sanitized ver of parts instead of creating new parts (which increases memory usage)
I’m also likely to change how the diffusion works (instead of having always .6, it would be based on material and the angle)
I just realized something else.
I can optimize the clean up even more. The function cube root of (r/2) shows a grid size with each grid having every point within that grid being too close, I’m going to check if there is more than one point inside the grid (if not, then continue onto the next grid) then find the brightest point and use the merge function on it with the other points and remove the other points inside the grid. This should be placed it in front of stuff. This should optimize it a little.