perry88
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| Joined: 28 May 2011 |
| Total Posts: 129 |
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| 30 Aug 2016 04:30 PM |
https://www.roblox.com/games/217805913/rip-ur-toaster-may-or-may-not-join-at-ur-own-risk
How do godrays come through, how is there such good dynamic lighting, detailed shadows etc. Also:
https://www.roblox.com/games/258245185/Formidable-Obligations |
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sly37
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| Joined: 21 Dec 2011 |
| Total Posts: 1565 |
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| 30 Aug 2016 04:44 PM |
Where have you been for the past 2 years... http://blog.roblox.com/tag/dynamic-lighting/ http://wiki.roblox.com/index.php?title=Glowing_dynamic_lights http://blog.roblox.com/2014/01/stickmasterlukes-dynamic-lighting-video-tutorial/ |
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perry88
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| Joined: 28 May 2011 |
| Total Posts: 129 |
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| 31 Aug 2016 05:18 PM |
| That's only dynamic lighting though, look at the godrays, the reflections, the detailed shadows. I don't see these in other places... |
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Lithileix
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| Joined: 09 Aug 2016 |
| Total Posts: 111 |
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| 31 Aug 2016 05:28 PM |
>Godrays Just insert the sun rays shader into your lighting folder, and I think in the first example they used a shape with just the right properties in transparency/reflections for one instance. >Reflections IDK if there are dynamic reflections. >Detailed shadows Yup you've been living under a rock, you can force graphics to top settings in studio, when it comes to shadows if you set graphics to manual and then all the way to the top you get detailed dynamic shading. |
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perry88
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| Joined: 28 May 2011 |
| Total Posts: 129 |
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| 01 Sep 2016 01:01 PM |
@Lithileix
I'm sorry for living under a rock but I have never made a game or even tried before I just wanted to know about this. I don't keep up with development news... |
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qqtt991
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| Joined: 14 Dec 2007 |
| Total Posts: 1387 |
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| 01 Sep 2016 02:24 PM |
You can insert humanoids into models to force them to use more detailed shadows.
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supexlo
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| Joined: 12 Nov 2011 |
| Total Posts: 49 |
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| 02 Sep 2016 01:13 AM |
The reflections were made by flipping the entire building and adding a translucent marble floor over it, this creates a 'reflective' flooring illusion.
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