[NEW] Volumetric Lighting / Fog Implementation

a lot of it is how you set up your scene. get the right camera angle, lighting, so much goes into it other than just the effect itself.

UPDATE | New implementation using beams

Roblox updated his graphics engine, allowing beams to be illuminated by any light source.

I remade all the code to use beams. The new implementation works by creating multiple layers of beams that have a separation between them, and each layer has a noise texture to create a dithering effect.

This makes the fog softer, solving the light-leaking problem that particles have and also makes the sunlight’s shadows to be sharp.

Beams are less performant than particles.


NEW IMPLEMENTATION vs OLD IMPLEMENTATION




You can get the new model here:
Volumetric Fog 2.0.0.rbxm (3.9 KB)

You can test it here:

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How performant is this? Could it be used in large numbers?

It fully depends on the device and how well optimized is the game you’re gonna use this on. If you’re searching for good volumetric lightning, use the beams implementation, but if you need performance, use the particle implementation.

Also, you can tweak some of the settings to get more performance, like reducing the layers/particles.

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Hi, I feel like the lighting fog is a bit too spread out :frowning: It’d be nice if it did something like this instead

image

Set the ShadowSoftness lightning property to “0” in your game

That will make the sunlight shadows sharper, achieving that effect.

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