It looks very nice, but it’s mostly for small maps or for Showcase, it would take too long to implement puddles for a big world, but it’s impressive
glass material cannot be overriden sadly, wish they did allow us to do so, would open a HUGE amount of possibilities
definitely weird at some angles but pretty cool trick maybe it could be used in a specific genre.
I think its patched? I just tried it and it didn’t work : (
I lied, my studio graphics were just too low
I was trying to create some optical illusion with this, but it looks like it made itself an optical illusion already
Anyway, great job on finding this out. Can’t wait to see what people will achieve with this.
Exactly, its just a viewport copy but moved down and stretched.
if only we could flip this vertically…
But the reflection doesnt get flipped which looks kinda weird also i already knew about this before i clicked on this topic
Correct me if I’m wrong, I’ve been messing with this “pseudo-SSR effect” for awhile and have noticed the effect reverts back to a transparency 1 effect state when in a normal game outside studio’s graphics level 11-21 range.
Anyone able to get any good warping using this within graphics levels 1-10?
It’s kind of a “bug” that abuses the way glass works.
But glass doesn’t bend or refract whatever is behind it below certain graphics levels which is unfortunate.
I guess Roblox engineers thought the effect would be too expensive for lower settings.
doesn’t work when roblox graphics are under 7
yeah but, when player play with low quality they wont see it
well that’s both a good and a bad thing, you can’t really do anything about it unfortunately
yeah… nothing we can do about it
yea i would consider this a good thing. if a mobile device was forced to stream real time reflections and have 2 fps thatd really suck.
mobile devices which dont contain the correct graphic requirements cant handle SSR. And for those who are saying these are RTR, these are SSR (ScreenSpaceReflections) which use your screen to make fake reflections.
SSR is not even close to RTR, so we cant really compare it.
And moving onto how this bug is made, It’s really just abusing the glass materials into reflecting the area. This is performance based, so i think it wont be added as a feature for a while.
Roblox might add this as a toggle in the near future, but thats gonna take a while as it’s not perfect.
Would this be more or less performant than ViewportFrame based reflections?
And what would a combination of the two look like, say, putting this effect with a part at extremely low transparency on top of the ViewportFrame part?
Also, could a way to make ViewportFrame reflections more performant be a RenderDistance-based approach on the VPF side?
I would say it could update what parts are viewed inside the VPF every couple seconds rather than on Renderstepped, but update the Positional Properties as usual.
Just some thoughts for anyone to try/use/think about!
Does anyone know how to make this effect with trails, beams or particles? I’ve only seen 1 guy who did it trail but with a distortion effect | roblox studio (youtube.com) This can be used to create STUNNING effects
pretty sure its just a lot of glass parts being created in a renderstepped event and not an actual trail being used