Solid colored lighting on edge

I am not sure what category this goes into, but how would I recreate this straight lined solid colored lighting, but on a rig?

What I have:

What I am trying to achieve (this is from an anime twixtor, first thing that came to mind when trying to attempt this):

The white outline kinda blurs into the inside, and the white is only showing from the side where the light is coming from (the green). Like any light in Roblox, (surfacelight, pointlight, spotlight) the light only comes from where it is casted. if too big, it affects everything it is pointing at kind of like an arc, except for surface light, which when I made the part the surfacelight was casting from smaller, the light doesnt really show unless the range is increased which will affect the whole area again

thanks in advance!

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Try looking into how highlights work. A thin/semi transparent white or black outline might help. you could also try to create/find a mesh which has that shading effect where you can see the inside of the part and lay that over the body parts

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the hightlight outline would go around the whole thing, no?

also i think i might know what you’re saying on the second one but im not sure, i tried what i thought it was and i couldnt get it right

It would but there isn’t really a way to do this type of shading in Roblox due to the lack of a proper shader system. The highlight or mesh effect might make a similar effect when done right but I don’t think you can get an exact recreation of that type of shading

Try using the same light on a Part you are using, but make it larger than the player’s size, face it toward the player and decrease the Angle to 0°.
The distance would have to be about 4 studs away for the light to light up the player.

This is just for showcase usage, so I’m just gonna leave it here and use a software to do this.
Just checking if there was a way to do it more efficiently through Studio

You should be able to recreate that by going to Lighting then changing the LightingStyle to Realistic and increasing the brightness of the SurfaceLight

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This is called rim lighting, where a light source is placed behind the subject, but offset a little to the side.

So if you look specifically in the art that you showed, the light is shining on the character where most of it is obscured by the camera, because it is looking at the dark side of the character where the light isn’t shining from. The light, however, is moved off to the side slightly, so you get some of the light catching on the side of the character where the camera picks it up.

In Roblox, you can replicate this effect in Roblox by using Realistic lighting, and from where the camera is looking, placing the light source behind the character and off to the side a little. Rim lighting is pretty situational so you can’t have it baked in if that makes sense.

As a side Soft lighting cannot replicate this effect because local lights in that mode do not respect directionality unlike Realistic lighting.

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