The camera's view will render over transparent glass instances inside viewport frames with the adorne set to a transparent glass instance.

Apologies for the long title but that’s basically what is happening here! The camera will basically render over transparent glass instances which exists inside viewport frames with their adorne set to a transparent glass instance!

For whatever reason this also only happens in roblox studio.

Here are a couple visual aids:


System Information:
CPU - i7 14700k
Ram: 64 GB of DDR5 6000 MHz
GPU 1 (Main GPU): Intel Arc B580
GPU 2 (Roblox Studio GPU) : GTX 1660 Super

Here is a reproduction studio place:
ViewportBugTest.rbxl (102.1 KB)

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That’s odd?

  • CPU - i7 14700F
  • GPU - NVIDIA GeForce RTX 4060

Yeah i have no clue what is exactly going down. I had a couple of my friends test this out and found no results. So far this is still happening to me.

Here’s a quick clip of how it looks:
https://gyazo.com/2a2baa92e4d67a520a58dde69c6241ba

This actually seems like it’d be a pretty cool effect if it were supported in the client. We really need some native solution for rendering the CurrentCamera (or any other camera in Workspace for that matter) in a ViewportFrame. :sad: In-case any staff member stumbles across this; please make this a genuine feature through a less buggy solution, if possible. Projecting the CurrentCamera onto a part in a ViewportFrame is incredibly cool!

image

As for how you achieve it, you seemingly have to have the “Unified Lighting” beta feature enabled. That would also make sense since the feature has unfortunately had some other glass rendering issues afaik; aswell as it also explaining why it doesn’t happen in the live client (that beta feature isn’t supported in the client yet, afaik).

It also appears that the beta feature sometimes shows itself as enabled, despite not actually being enabled; I had to toggle it off and on again in order for it load for me but that could have also just been a transient issue on my side of things. Could explain why you couldn’t find the cause though.

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Honestly would be so cool to see an actual feature based on this bug. It would enable developers to make some really cool effects :thinking:

Btw thank you for sharing about the beta feature having to be enabled. Its really interesting to mess around with buggy stuff like this and find out some cool interactions and effects.

I was messing around with the ViewportFrame glass bug and figured out that glass with erased alpha doesn’t update the rendered view properly (something akin to Portal 1 and 2 out of bounds):

Is that what you we’re referring to with the “Unified Lighting” beta feature having glass rendering issues?

Figured I’d still share about it even if it’ll probably be fixed.
Here’s a place file with some testing I did with it: 0A_Glass_Bug_Test1.rbxl (648.9 KB)

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I happened upon this visual artefact too, but with a completely different method. I had produced a warping mesh using EditableMesh by updating the vertices and face color every frame. When setting the EditableMesh’s material to glass, it begins this framebuffer glitch where the last frame is still present within the screen space of that glass object. I can confirm that updating the face color of the EditableMesh every frame causes the effect, and it only occurs under the unified lighting beta feature.


Honestly, it’s super cool and part of me doesn’t want it to be fixed!

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Accidentally found this bug today while playing around with glass and viewports, its probably linked to the unified lighting beta and Soft lighting style worked the best for me

External Media
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