Heya!
Before I begin, I warn that this gets a tiny bit technical (although not quite, as I’m not much of a technical guy myself) THIS IS LENGHTHY!
I AM SO SORRY IF THIS IS TOO CLUTTERY AND GIVES YOU A HEADACHE
I’m currently doing a case study on a lot of games and their mechanics, disecting it and replicating it as a learning experience and understanding.
Recently, I’ve played MIMIC and there have been a few interesting key details that i had just had to understand. Namely, their “Air Particles” and “Distant Blurs”.
Refering to the images provided, Distant Blurs are assumably uses Depth of Field. What I need to know are how the lighting are made to be to be as they are. The focus of entities/objects closer to camera are perfect, whereas it slowly gets blurry the further the distance increase. This has been hard for me to replicate in Studios, as it either gets blurry when the camera is near. My attempt has also been included as an image.
On that note, I know it’s depends on tweaking the Depth of Field values to one that matches of the aforementioned game. This has been challenge thus far, and I wish to know if anyone themselves have tried to disect this, or know how to replicate such information.
If someone wants to learn Depth of Field themselves and came here for a study, I’d refer them to this guide to get the general idea: Depth Of Field ROBLOX Tutorial
I myself, however, would like to know more in details as to how each settings work, if anyone here is willing to be so kind and explain.
For the Air Particles part. I would to the some image to show as to what i mean.
You can see the air particles on the images. It sways, waves, appears and disappears. Surely, it uses the Studio’s particle system. Unless it doesn’t, is what I had told myself. These particles are consistent throughout most of the map. More importantly, how are the particles controlled to go in random directions on all axis?
I would automatically at first assume it is a big box with particle effects, but that would make it too unperformant, so I quickly thought it would be something else. Screen effects maybe…? But there’s depth in each particle and all are random (there’s acceleration of particle in all direction, and this is even controlled by script?). If they did use a (presumably) big box on the map to emit particles, how so?
For the Lighting Part, this is very specific. I want to know how the godray effect from the Elevator was achieved in this shot. Spotlight? Probably, but I need more people’s opinions as to how this works.
If you happen to be from one of the devs from MIMIC, do be kind and leave a comment or two explaining this, full or parts of it. Surely there are many interested as to how this was achieved and how the optimization of all this works.
If you’ve made this far, i’m sorry and thanks for reading. Please leave a whatever thoughts or questions you have, and answer a few of mine if you can!