Using techniques I’ve wanted to show off for a while now - it was already possible with the previous iteration of FiB, though lighting improvements bring out the details of the trunk much more than before.
The neon effect was achieved using a combination of decal Color3 manipulation, bloom and dynamic lighting - it’s just one of the many (probably unintended) rendering behaviors that can result from dynamic lighting interactions with high Color3 values, although as expected it’s extremely performance intensive (especially while using a script which gradiates the color of the leaves - in effect here)
In layman’s terms, try changing the Color3 of your decal to something like [1000,1000,1000] and see what happens when placed beside PointLights of different colors!
Truth be told, I didn’t realize this was Roblox until the third picture.
I love the vibe of this. It’s quite hard to explain why but, it presents me something unique and wickedly cool. The neon colors fit perfectly with the darkness. The lighting is fantastic. Even the star-based skybox looks amazing in this which is harder than you think to do.
If I remember correctly, color3 manipulation was improved when the first FIB update was released.
I’ve previously used it to create a glowing thermal emission effect.
thank you! I’ve found a key aspect of nighttime lighting is to not use totally black skyboxes - a little bit of blue and “haze” go a long way in blending everything together