Is it possible to make a raytraced mosaic censor?
I’ve seen someone do an accurate censor effect before (in roblox), and i want to implement this feature in my game.
So far, i’ve thought of using viewportframes to censor the license plate (since it’s gonna be pixelized) but so far no luck.
also im not really that knowledgeable in Lua scripting lol sorry
Currently im using a very dumbed down version of what i want to achieve (no mosaic) using billboard guis, as an experiment. Im thinking of sticking with the black bar instead if i cant figure this out.
Although there are some problems lol
Scripting something that checks the field of view and disables the frame would work but my code doesnt work, after multiple revisions.
Is it possible to recreate this effect in studio? I’ve been thinking of making a couple of frames and using that at the mosaic censor but so far its not been a good solution.
maybe it’d be possible without a post-processing effect at all? my guess is an animated texture where you create a flipbook texture (not to be confused with flipbook particles) that mimics a mosaic censor and flip through each frame by swapping out the ImageRectOffset property
for checking if it’s visible at all try a raycast from the camera’s CFrame to see if anything’s obstructing it, it’s probably not foolproof but it’ll get most of the job done
i don’t have a solution for having the billboardgui always obstruct the license plate since i don’t really work with those but if all else fails you might be able to fallback to a Texture instance which you can use OffsetStudsU/V on
Actually, thats a smart idea! I hadn’t thought of using the flipbooks actually lol
i just have to figure it out now. This will do in the meantime, Thanks a lot!
Although im hoping someone finds a way to do actual mosaic, but i think this has its upsides and downsides (less work to do = less lag , effect will look flat but its gonna look sick lol)
Hay there
Just wanted to know if you figured it out?. I was thinking about making a SAW game, but If there’s no why to properly blur out parts and models, then I gotta get another game idea.
You could fake this effect by making a grid layout inside the Gui, fill it with frames and update their color individually every time the camera or the plate moves. To achieve a black-white effect set the pixel color like this:
local r = math.random()
pixel.BackgroundColor3 = Color3.new(r, r, r)
To update everytime the camera or the plate moves do this:
local function update()
-- update pixel color here
end
plate:GetPropertyChangedSignal("Position"):Connect(update)
camera:GetPropertyChangedSignal("CFrame"):Connect(update)
You can use a SurfaceGui as an alternative to BillboardGuis.