Here is a script (make sure to put it in StarterPlayerScripts) if you don’t like the effect then you can edit the particle inside the part of the script.
DustEffect.rbxm (5.0 KB)
Thanks so much I am on moblie I think I will look that script in 1 day idk how it will look can I donate you 100 robux?
You don’t have to donate, but thanks for the offer!
But your work is good so I will gift you in pla donate
When is next update like that godrays or the better Sundays works on moblie too so works on low quality and is the possible to make the water lighting like this
It is somewhat possible to make something like that, (it needs some hacky methods of achieving that water effect)
When are you gonna add new update?
I plan on it, I have been busy recently so I haven’t had the time to. I might add an update soon.
Looks amazing! I still don’t get Global Illumination, If you could explain what it does?
Also I look forward to using this in some demos.
Global illumination is a effect that simulates bounce lighting in real life. Open a window in a dark room and most of the room can be seen visible because of the like from the sun bouncing off the walls.
Is the update coming soon or not?
i do not think simulating this effect is possible sadly, you could in theory put a light source and then put a water texture that has the holes fully transparent, this way shadows would cast in the shape of the figure you put here.
the issue is that you would be able to see the ugly textures you put to force the light to cast in those shapes.
Yea I know the texture shadow but if you try to put water shadow texture is hard to remove the white stuff and the quality is bad
Yeah, after I did some testing I found a really hacky way to make it while being “somewhat” transparent but it looks bad and I probably wont be able to achieve this water effect in real time. Other than “god rays” which are basically already in the volumetric fog, there is really nothing else to add as of right now. So unless I can think of a couple of new and possible features I probably won’t be updating this for a little bit because I am kind of busy working on my games and school and stuff right now.
That is actually cool, makes for much better realistic environments, keep up the work g!
Haven’t you thought about combining this with a voxel system? It would greatly improve performance without affecting graphic quality as much!
I haven’t thought of combining it before, but maybe it could work so then you don’t have to stare at a area to get the best scene. The only downside to this is that it goes against a rule I made for myself which is “don’t render what you can’t see”. But I can experiment with this to see if it will work well.
You could only create a prototype, it’s worth breaking the rules to improve something.
I just encountered the problem that causes global lighting to not look good on Future lighting technology.
It seems to be related to the large number of lights created using global illumination. I’ve modified Many’s Ray Tracer to set a light limit, and it works reasonably well. However, the more distant parts don’t render correctly; the distribution isn’t optimal for everything to look
(Using Many’s Ray Tracer Mod)
how’d you get that playerlist?