I want to light up a very big area so that it seems less dull and more bright.
I can’t seem to find anything that will work. When I use point lights, spot lights, surface lights, etc. I have to use A TON of them in order to fill the whole area. I tried turning CastShadow off and using natural lighting but the natural lighting isn’t as bright as I would want it to be and even when I change the time the natural lighting is still at an angle which I don’t want.
This is what the area looks like (Humanoid for size comparison):
I looked here but couldn’t find anything that worked because this is a lot bigger than what I found. If I really needed to it would be possible to use attachments and point lights but the number of those could easily be over 100 of them which would be annoying to arrange each and every one.
Any ideas on a solution that doesn’t require too much work? I don’t want to use over 100 attachments with point lights so hopefully there is a better solution.
When you add a point light to a part the point light goes to the center of the part. Points light have a maximum range of 60 (which is not close to enough for what I need). The point light would not light up the entire part unless the part was small enough to fit within the range of the point light and everything around the part would also have to be within range of the point light.
Then I think you will have to add something like a script that checks if the player is in the region and then change the lighting, it’s probably the only way
I did also try changing the material of the part to neon but when I do that it’s difficult to tell where you are because there are no shadows, if there were shadows then that could be a fix.
Have you tried making a part covering the whole area, after that create a localscript in startercharacterscript, and make it so it checks if its in the region, and in that case it changes the lighting
You could add in the lighting tab some rays of sun which will help a lot but regulate them well apart so that the light is not yellow, set the time at 12 with this in the parts that do not hit light, put points of light and put the color in white and you have to optimize it well so that the appearance is acceptable
I used probably over 1000 attachments but I did it. For an idea on how many I used this is before and after I expand the part I put the attachments under:
I ended up finding out lighting does not render to far which was a problem. I tried finding solutions but I could not find any. I eventually thought if I used decals that are partially transparent and neon parts then the decals would provide shading and the neon parts would make everything bright. I didn’t exactly end up with that effect but I got something that looks cool and works. For some reason there is a black outline on some parts but that is useful because it acts and an indicator of the edge of the walls.
This is what it looks like: