Hidden Glass Distortion Effect (With Real Time Reflections) - Tutorial

Very cool! I have able to create a world curvature “shader” using this method by applying it on an inverted sphere and changing the transparency to 2 to reduce the distortion then putting the camera in it and making the sphere CFrame change on the y axis and here what I get


Although very far from a real world curvature shader but this is what I was able to achieve
Also going far away from inside the sphere it get more distorted so am testing this to a camera that follow
player like a delay and see what I can get and also here an image for comparison without using the Distortion effect

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I noticed you can also create a split screen effect either vertical or horizontal and you can also create screen effect of rgb thing or something I forget it name, also the effect depends on the meshes you use. This has great potential I can think of future game or my game may using this effect.

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I really wish Roblox let us control graphics more.

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Thats sick bro

Black hole

Gonna be helpful for my future game

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I see this being very useful for VFX which won’t suffer from the limitation of maximum highlighted objects!
Especially Genshin-esque

this is why roblox NEEDS to give us SSR! Nice tutorial, works really well, even if it’s a bit scuffed (but hey, that’s like 90% of roblox anyway haha)

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This is really cool! This really makes me hope we get Screen Space Reflections at some point. I don’t care if they’re even slightly bad SSR, we just need subtle reflections for things like wet roads, puddles, shiny floors, metal, etc!

I’ve been dying to see these sort of effects in roblox for ever. We need more of this stuff along with more post processing effects!

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I don’t think SSR is such a good idea, especially in performance terms.
And also graphics reasons and bugs.

I recommend maybe a thing like reflection probes or make it optional in the game and the graphics settings.

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Bro. WHAT? This is cool!

How do people find these kinds of things?

I can’t seem to change any properties of the highlight, the data tap wont drop down

edit: got it

Hey everyone! Just bumping up this topic to show something cool.

Now, as you may know this particular trick cannot be used on textures or anything like that so that means realistic puddles are out of question right?

WRONG!

You can actually create a realistic puddle effect by using a UV-Mapped Block with Surface Appearance on it and two layers of reflection.

I never thought of it initially but look how freakin’ awesome this looks!


You might ask, “How in the hell do I achieve that?!”, it’s not hard actually!

First you need a PBR texture set, ColorMap, NormalMap, RoughnessMap and MetalnessMap.

You can create roughness map by putting a fully white 512x512 background into photoshop and taking the brush and painting black spots that represent puddles.

Once you’ve done that you can freely export it. To create a metalness map just invert the existing roughness map.

Now the trick here is… You put your ColorMap texture into Photoshop, then your RoughnessMap over it, change the opacity of the Roughness so that you can see your Color, then select the color map in layers, select eraser tool, put hardness to zero and then start carefully creating holes in your colormap based on where the black spots in your Roughness are.

This is how ColorMap should end up:
road

And this is how Roughness looked like:
puddles2

Now once you’re done, put everything into SurfaceAppeareance, and put AlphaMode to Transparency:
image

Now you ended up with this uh, asphalt full of holes, yes:

So it’s time to layer stuff!
Now create a part the same size and position of your block, and apply a glitch to it!

Now move it super close to the block, make sure it doesn’t cause z-fighting!

You might think it’s done but not yet! You can see the bottom through the holes!

So let’s put an addional layer, this time, glass once again, but with Reflectance set to 1 and Transparency to 0

And put it super close again but make sure it wont cover the reflection layer!

Boom. Problem solved.

Sorry if you don’t understand this tutorial, I woke up like 2 hours ago, still a zombie y’know…

Now there are some issues with this method of course.

First, you can see graphical artifacts in a form of noise and texture banding:

and Second, if you use this trick in any other lighting technology other than Future you’ll see this:

I have no idea what this is, probably an artifact due to Ambient Occlusion.

Future Lighting in comparison:

HOWEVER, this can easily be fixed by changing transparency of our Block to a very low number:

Wow! Not only we fixed the AO issue, but also eliminated noise and banding!

Hopefully we’ll see some games use this trick. I’m really looking forward to see how people will pull off rain in their games.

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thats a very very cool effect hypeirx

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i could see this being utilized in multiple ways

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and this trick can still apply to meshes if used correctly!

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I used this roblox glitch/feature to make a realistic black hole lensing effect (where it distorts everything around it)

dont know if anyone else has said this, but:
fun fact: you can control the level of distortion by changing the part’s transparency!
the higher the transparency is, the more distorted, and vice versa.
however, the part’s transparency has to be above 1 no matter what.

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could you tell me how i tried many different ways but i cant get it to look like how this guy did it

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I’ve created a template for reflective puddles for those who didn’t understand the tutorial quite well, there’s also an “adjustment” layer which allows you to change colors of the puddles and their reflection intensity




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This is actually a pretty good bug.
Although… it doesn’t seem to exactly reflect but rather copy, but it still looks really cool!

I wonder if anyone has tested it with custom materials yet.
If I recall correctly you can override the glass material with your own textures, including a normal map which can be used to change the “reflection” and it’s bumpiness or distortion.

Woah jeebus that looks oddly realistic for Roblox graphics.

This is getting close to Unreal Engine levels of realism.
I hope Roblox doesn’t fix this reflection bug.

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