I’ve been trying to get my map to have decent shadows for a while now, but shadows keep going through the ceiling because its cast shadow is off. I don’t want ugly shadows from random objects, but I do want some shadows in my game since it looks weird without them. How do I remove these random shadows without manually adding lights to every room? That would both be inconvenient and look worse. I’ve looked through some other threads on this, and none of the answers give a desirable result for lighting. Changing shadowmap to voxel gives okay results, but is still a major disappointment since I was excited for how my first floor looked before all of these shadows started leaking through.
So you only want certain shadows from certain places?
Have you tried only turning cast shadow on for the things you want?
What if you put turned cast shadow on for the ceiling/floor of the lower rooms and put a light or two in there?
Shadows cast on every object below my part. I don’t want this. I can use lights in the lowest floor, the basement, but I prefer having a bright outdoor feel for the rest of the map, which forces me to disable shadows on parts I want to have shadows on.
so you have like several outdoor floors that all have to be on top of each other
(do they have to? can you not put them next to each other or make it look like they are on top of each other but actually teleport the player instead?)
I know the neon material when its dark enough isn’t as bright and also isn’t affected by shadows, so maybe you could use that. (you would have to make all the colors of your build darker tho)
(same color but plastic)
Unfortunately, I can’t move the floors to not be on top of each other, as there are elevators taking you up to different floors and physical movement up and down the castle I am building makes it feel much more immersive. This is a huge problem on Roblox’s end and I’ll bump some bug reports reporting this since every workaround to this issue requires sacrificing the quality of my game.
. . . . In you are in a castle what does it need an outdoor feel? also, I feel like you could make a teleport system if you were sneaky enough.
kida like this
but I understand if this wont fix your problem, I’m just trying to be as helpful as i can
But what if you disable certain shadows for a specific player when they reach a certain floor? Im not sure if this is possible but its worth a try.
If its not an easy script then, what if you made some client-sided shadow-casting objects and disabled them once the player was no longer on the floor?
The castle is a version of Atlantis with modern open floors and huge windows, hence having indoor lighting would detract from that. Those illusions are cool but I plan to make players able to traverse up/down floors through glass elevators. Clientside shadow loading/removing is my best bet, however to do that I’d have to find every object on a floor that I want to cast shadows, enable the shadows on the client for that floor when they reach it via the elevator or my spiral staircase, and repeat this for 4 floors. It’s a lot of tedious work when Roblox should have a feature that prevents two shadows from being cast if a part blocks its path in a straight line or a feature that determines the maximum distance away from the part that is casting the shadow where the shadow can still be cast. I appreciate the help but I may simply settle for slightly worse lighting for now as I don’t have the time or motivation necessary to spend a few hours trying to work around a problem that shouldn’t exist. I’ve spent nearly a month on the map and its deadline for release is August 1st so I need to use my remaining time finishing up the final rooms before I try resolving this…
I mitigated this issue by making code that checks if a part is above the position of the first floor roof, and if so the script disables the part’s shadow. This allows the first floor to have shadows while floor 2 and 3 (less frequently used floors) sadly do not. I’ll mess with clientside shadows at a later date.