Ever since PBR was released for the beta build of Roblox Studio, I’ve been experimenting with the settings in both my building places and my entire maps. The overall aesthetic of PBR reminds me of Unreal Engine 4 and Brick Rigs.
Below are two screenshots of my game with PBR enabled. The top one has a mid-day skybox and the bottom one has a sunset skybox with some of the fog color and sun position tweaked a bit.
If we chose to use realistic assets instead of flatshade / lowpoly, this would probably look like something from Unreal Engine 4 itself or even real life.
Actually, the materials aren’t yet ported to the actual studio engine, the pbr is tho.
To enable it enter these lines in the command bar:
game.Lightning.EnviromentSpecularScale = 1
game.Lightning.EnviromentDiffuseScale = 1
game.Lightning.Ambient = 0, 0, 0
game.Lightning.OutdoorAmbient = 0, 0, 0
No problem @Yemen_Rail
I did offer a solution, and then you offered the exact same solution. I linked to this post (posted by a Roblox staff member!) on GitHub, explaining how to enable PBR:
We both did the same thing, but you just included yours directly in your reply.
Secondly, a clarification. PBR (also known in this case as Future is Bright Phase 2.5), as Wikipedia puts it, is “an approach in computer graphics that seeks to render graphics in a way that more accurately models the flow of light in the real world.” Full PBR is, indeed, fully released to both studio and clients.
Custom materials, on the other hand are entirely different and I never said they were available in production. Hopefully this clarifies the difference between PBR and custom materials, of which only one is presently available outside the beta build (as I’ve been saying).