Realistic Particle

Hey, This is my first time playing around with ParticlesEmmiter and I just making this thing,



What do you think about it?

If you have any suggestion, please tell me

TBH I want to make cloud system but the particle keeps disappear at some time even I set it longer it still disappear so yeah by the way thank for the suggestion uwu

and uh just ignore the lag since my GPU suck so yeah

19 Likes

I like it a lot! Its quite realistic. I’d like to get my hands on it if possible. :grin:

It reminds me of one of two things: Either a haboob/sandstorm, or the bottom of the waterfall. In either case, it would make sense for the particles to be moving forward instead of horizontally, and for the haboob/sandstorm’s case it would also make sense for the whole thing to be moving forward.

I could really imagine this giant dust cloud overtaking villages and cities, or it being the bottom of a giant, majestic, and powerful waterfall.

Good job! Can’t see what you make next. :smiley:

8 Likes

Wow! This is awesome, a huge dust storm.

This definitely has loads of potential and I 100% could see it being used in a game that is based somewhere in the desert, etc. :smile: :+1:

2 Likes

Wow this looks fantastic! I think that this could be incorporated into a story like game, or a game where you need to get away from natural disasters. This could be re colored a little bit to look exactly like a dust storm. Or, you could put these in the sky to create amazing looking clouds! Looks great!

2 Likes

This would be cool to help mask the ends of the map in a story game or something along those lines.

1 Like

Turn on shadows and a SunRays modifier if you want it more realistic ( a bit confused what you really mean ) , other than that, the heavy use of particles seems like something that might cause a lot of lag. I’d recommend looking into it before adding that much particles.

That looks insane! Is there anyway I can get the texture image, or are you not open-sourcing it? If so, feel free to message me the ID.

1 Like

I think he meant the particles are leaving the particle render distance (Really annoying that we cant change it for cases like this)

Recently I found a fix. If you use the ParticleEmitter:Emit() function in a script, you can easily make particles that ignore draw distances. Just put a script under your particle emitter, and within it put:

script.Parent:Emit(RATE)

Obviously you should put the rate of emissions inside of the parentheses instead of ‘RATE’. All of your emitters other settings are carried over. One thing to note is that this can be harmful on some devices as Roblox uses things like particle render distance on lower graphics settings.

1 Like