Is there a way to blur peripheral vision?

The title says it all really.

I’ve never actually tried this but is it possible and has anyone done it?

Example:

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my best guess is going to be no. but you may be able to pull this off with a depth of feild effect. and a mesh that gets further away from the camera the closer the portion of the mesh is to the screen.

a good solution is a cone with inverted normals.

and dont forget to put this in front of your camera every frame

I was able to make something like this.

Is it what you want?


if so, the union file is

glassphere.rbxm (70.0 KB)
fixed to have front facing orientation and it now features a seamless effect with no cylinder outline. Though, this will cause some particles or etc to not show. It’s the only way I can think of blurring the vision.

Now renderstepped loop, pivot it to the camera applying offsets if needed.

Insert a Dof effect in Lighting.


ingame with code

starterPlayerScripts

local Union = script.Union
Union.Parent = workspace
local Camera = workspace.CurrentCamera

game:GetService("RunService").RenderStepped:Connect(function()
	Union.CFrame = Camera.CFrame
end)

image

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How did you go about this? Curious.

I put a hole into a glass union, proceeded to make the union almost transparent, (the glass was a sphere, now with a cylinder hole in it)

then I added a depth of field effect in lighting.

I also edited my post with the resources. you can edit the “intensity” by editing the glasses transparency or the effect i think.

Thank you , I will test it out.

I haven’t seen a post on this yet and was just curious to see if anyone had actually done it lol

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yeah apparanelty nobody actually has tried this, also of course the graphics do have to be like above 5 to work