As a Roblox developer, it is currently too hard to utilize the engine’s HDR capabilities. Color3 values are, in many places, clamped to values between 0 and 1, despite the engine in theory officially supporting colors outside this range in the form of HDR.
If Roblox is able to address this issue, it would improve my development experience because it would allow me to utilize the engine’s HDR capabilities in atypical situations, such as on plain Plastic or SmoothPlastic parts, or on parts using, for example, CrackedLava to give them a more intense glow.
I couldn’t agree more. It seems as though Roblox limits a lot of values for the optimal performance (such as particle size and light cast distance). Opening up these constraints would allow us to be more creative.
The issue with doing this is that it enables developers to take advantage of undefined behavior, which is fundamentally unreliable on different platforms and quality levels, and is in essence nothing but a hack. Instead Roblox should support the desired post processing effects, emissive textures, and etc natively.
That’s at fault of those developers for trying to take advantage of that undefined behaviour in the first place. I want to have more control over colors than what Roblox provides, even if I’d still be limited to values in the range 0-2 instead of 0-1 I’d be happier.
While post processing effects, emmissive textures, etc are all things that the engine should support, that doesn’t cover a lot of cases. I don’t want to misuse color values, I want to be able to take advantage of the intended aspects of the engine’s HDR feature.
Using color >1 is taking advantage of undefined behavior. Roblox does not currently support this for HDR purposes to my knowledge. Feature request is better geared towards that end.