ROBLOX's current lighting is fairly dynamic. We have shadows, we have changing ambient and light settings. But that's all fairly basic. I've noticed that a majority of posts on this forum are for content, but honestly, we get new content daily. What we need is improved dynamics in the lighting. We need area-based lighting. Here's a list of features I've thought up that I think are at the very least required for this to work. Basically, you'd just have to insert a "PartLighting" object into any brick, and it emits light. Here's the list of Properties you should be able to change in the PartLighting object:
Properties:
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Color: The light's color, as a Color3 value.
Intensity: The light's brightness, set 0.1-1
Type: Area or Focused. Focused light produces a beam, Area lights all around.
Flicker: True/False value. Determines if the light flickers/turns on-off.
Range: Distance in studs the light will travel.
Divergence: The "spread" of a Focused light, measured in Rads-0 is LASER-like.
FadeScale: In studs, the ratio of distance to the amount the light's visibility decreases, if at all.
DivergenceFadeScale: In studs, in Focused light, the ratio of spatial expansion to the decrease in the light's visibility.
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Sub-properties:
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FlickerRate: Random: True/False. If false, set flicker rate in seconds to determine a consistent interval. If true, set the range for random intervals (i.e. 0.1-1 seconds means 0.1, 0.2, 0.3... could all be chosen for the time for each flicker).
LitFaces: In Area lighting, determine which faces of the part will emit light.
Angle: In Focused light, the angle the beam is emitted from the part. (Like .fromEulerAnglesXYZ(x,x,x))
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