In Theme Park Tycoon 2 - Roblox players have the ability to place lights down themselves. Many players tend to just dump a bunch of high-range and high-brightness white lights everywhere to basically cause everything to have a fixed white ambient color (in legacy).
In the voxel lighting engine this causes everything to be shaded to a solid white color (which isn’t exactly unexpected). Not sure what the proper way to fix this would be. Probably some way to clamp the light values in each voxel?
This probably could be fixed by just adjusting Lighting.Brightness by +1. What Im looking for is when the scene looks really broken. For example like this:
I imagine it’s simply on me to use less ambient and more lights in the scene for gloomy areas like this, but here’s an rbxl if you’re interested in trying to figure something out:LowLightVoxelLackOfDefinitionSample.rbxl (17.1 KB)
I think the problem I see is the total lack of illumination from outside. For example, my house IRL has like half the surface area in windows and yet it is much brighter than this building. I think the new lighting system would benefit from whatever-is-making-my-damned-house-bright, but I’m guessing it’s pretty tough and expensive to do, both for engineers and performance
It probably also has a small bit to do with exposure compensation; if I go outside right now when it is sunny indoors would become a bit darker for me so it’s a combination of that and the outside illumination thing. Exposure compensation is being worked on right now, right?
I have had both types of issues with Neverland Lagoon, in places where I used a 1 stud or smaller thickness for a roof, to allow in light from the sky, these places were totally dark, and I had to add a surface light to the roof.
Also in some other areas where I had several lights with a brightness greater than 1, usually around 5 to 10, it was far too bright, like the pictures in the posts above me. However, I went in and changed the brightness to a value of 1 on these.
So I am not sure if that counts as having issues with the new lighting system, if I went in and made changes that seem to correct this.
I have this issue when I try switching my lobby from Legacy to Voxel. The PointLights are at about 15 brightness and 40 range though, so perhaps that is the cause of it.
My game uses a mix of SurfaceLights and PointLights in the darkness. SurfaceLights convert perfectly with no issues, however, SurfaceLights seem to suffer greatly.
Not only do they become incredibly bright comparing to the original, but their range seems to be cubic instead of circular, and seems to cut off very suddenly.