How would I go about replicating the "Hall of Mirrors" effect that appears in a lot of games in out-of-bounds places with no skybox?

I know it sounds strange and that this is a pretty specific request, but I want to make a graphical effect that resembles that glitchy effect that happens in a lot of games when the screen has nothing to render and doesn’t clear the things on screen from the previous frames.

Here’s a screenshot from Half Life 1 showing what I mean. This happens in a lot of places when you clip out of bounds. I want to create a surface that produces a similar visual when you move the camera while looking at it.

I honestly just don’t really know how I would go about making something like this, and I can’t really find many examples of people intentionally trying to recreate it when I look. I’ve haven’t really tried much in Studio yet as I don’t know where to start. I’ve been doing a bit of research into what causes this to happen in other games, but that’s about it. I haven’t been able to find any information that would help me with what I’m specifically trying to do.

Any advice on how I could accomplish this would be greatly appreciated. Thank you!

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i’m not really understanding the request , however, i think that viewportframes could be a way to implement this, just duplicate the workspace into a frame, then duplicate the frame every so often to create this appearence.

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Create viewport frames with the current camera property set to the normal workspace camera. Clone the whole workspace and store it inside this viewport frame.

Repeat that step every so often when the camera is rotated and just position the viewports shifted in the direction the camera was going. Something like mouse delta might work for getting the direction the camera is moving.

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