Isn’t this 120° FOV on the screenshot?
Can’t really tell because you’re not “in the hallway” but rather in front of it.
It also doesn’t feel far off (if at all) from the screenshot in OP IMO.
maybe the actual build is elongated? For the wood parts this can be achieved by using extended spheremesh using wood material, or you can make a custom texture that’s stretched. Combine that with FOV 120 and you got that effect.
game:GetService("RunService").RenderStepped:connect(function()
if (distort > 0.001) then
cam.CoordinateFrame=cam.CoordinateFrame*CFrame.new(0,0,0,distort,0,0,0,distort,0,0,0,1)
distort = distort - 0.001
end
end)
This is how the black hole effect is done. The R00 and the R11 of the cam’s coordinate frame must be constantly updated (on render stepped), otherwise the camera just resets.
R00 distorts the camera on X axis, R11 distorts on the Y axis.
So if you just want a constant FOV, just render step set the R00 and R11 with a constant number.
I do agree though that FOV shouldn’t be limited to 120.
Savage.
I experimented with this myself, and now I’m extremely thankful that Roblox has 120 FOV limit.
This stuff is insanely trippy.
Last mode looks more like this Star Wars ship’s boost so.
May the force be with you.
Yeah it’s almost like a warp effect, but horrifically nauseating.
https://puu.sh/yRlbr/8701ed53bd.gif
I needed it for the warp effect, Because in my game people can do a hyperjump
Trippy
That’s at fov=179
Traveling through galaxies, neat.
I guess time to make a star-wars-like game.
maybe you could use that for the effect and then a 3d gui to show a spaceship. Although I dont know if parts displayed with a GUI get affected by the POV or not
Would have to be 2D UI or it would also get warped.
can the cam variable be, local cam = game.Workspace.CurrentCamera? And whats the distort variable
No, it’s like that. And the distort value is that variable.
how do i get this to work? i don’t understand what i’m supposed to do with the cam and distort variables
How did you get this working can you post what you did pls.
local cam = workspace.CurrentCamera
local distort = 0.05
game:GetService("RunService").RenderStepped:connect(function()
if (distort > 0.001) then
cam.CoordinateFrame=cam.CoordinateFrame*CFrame.new(0,0,0,distort,0,0,0,distort,0,0,0,1)
end
end)
is it possible to make fov high up to 360?