ViewportFrames using real world lighting is possible

My framework engine using viewport frames introducing the real world & real time lighting into the rendered weapon.

Might improve the shadow effects and for shining lights or glares

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I dont really see different from normal Future. How is performance?

In ViewportFrames just do an experiment, they don’t show the real worlds lighting onto your objects…

for the performance it is decent since it’s locally for each player and shouldn’t impact the gameplay.
One drawback to this system is that it uses multiple renderstepped and runservices for the lighting. (Which may slow down overtime for that one player if their OS is not the greatest.)

Holy, how’d you do this?
That’s very cool.

Raycasting, runservices, and viewportframe lightcolor, ambient and imagecolor adjustings…

edit: also use collectionservice and tag each pointlight, spotlight and surfacelights so you can handle the light replication in just one local script.

This is very impressive but the fact that it won’t be performant friendly and inaccurate kind of makes me sad.

Well it very normal that realism and performant are two contradict things.