As a Roblox developer, it is often painstaking to make visually impressive creations on the platform, requiring cleverly baked lighting onto detailed meshes and consideration of numerous elements found in nature that aren’t inherently present in the Roblox engine such as reflections, volumetrics, etc. This causes a great deal of manual labor on the part of the developer, which could be relieved partially with some more graphical features.
Graphics are an important part of experiences for older audiences because they are usually a good indicator of the level of quality and effort put into a game. Additionally, they are a fantastic contributor to immersion.
Every additional feature added to the current lighting technology on Roblox brings us closer in competition with the graphics of leading industry titles off the platform.
For this reason, I am suggesting changes to how lights with shadows enabled interact with transparent parts.
Right now from Transparency 0 to 0.74 on BaseParts there is a full shadow and no light passes through. However at Transparency 0.75 and greater, all of the light passes through.
This is shown in the following two images:
Instead of this sudden drop-off at a certain threshold, it would be neat if there was a gradual dropoff in light brightness as transparency decreases. The following figure shows a linear dropoff of brightness as transparency increases.
Another aspect of this would be how the color of the transparent part would affect the result of light passing through. Since it is complicated to come up with values for how much light should pass through colored glass, I provided some heuristic visual examples below:
(Note that the brightness is much lower since only one frequency of light is being let through.)
Right now, to create these examples I’m using two lights: one with shadows on, and the other with shadows off. This works fine when everything is the same transparency, but if I had some opaque walls beside the glass walls, the effect would be ruined.
The use cases for this feature would be game that wishes to have more realistic visuals.
Some specific builds that would benefit from this greatly would be:
Churches with stained glass windows.
Indoor and outdoor storefronts that display goods through glass.
Crystal caves.
Ice caves.
Museums for gem-like artifacts and decoration.
Light sources.
Windows, gems, ice, and translucent objects in general.
Some more creative use cases of this would be:
Allows for light-filtering capabilities for vfx. (Ex. a ball of light that emits rings of differently colored lights)
Combining this feature with a texture could allow for light to be projected through a texture to create projection effects like a film camera or better fake caustics for underwater environments.