I’ve seen a lot of tutorials on how to make Volumetric Lighting. But, those are “outdated” and Roblox patched most of them. But this video has been in my head for a couple of days.
He says in the comments of his video that he uses billboard GUIs. But it makes no sense
It looks like the billboard GUIs are “3D?”
They don’t normally have backface lighting but Ethan somehow did it. Does anyone else know how to do this? @Ethanthegrand14
It looks to me like its just particles with light influence set to one. The flickering on the “Volumetrics” makes me think its just particles set to go in a direction with the size changing over time to be bigger, remeniscent of a cone shape.
I think you need to invest a bit more time into learning how particles work before trying this. The lightinfluence property means the particles are affected by light sources including the skybox, all you have to do is set it to 1 in the particle settings. I’d recommend looking up a tutorial on how they work.
Yeah, I didn’t see the LightInfluence. I don’t think I was looking hard enough. I have some haze models that use particle emitters. They use the default Roblox smoke decal. They have LightEmission to 0 and LightInfluence to 1. They don’t look at realistic as the one on the video.
Its not very practical, and using that many particles is memory intensive, you’re better off just using beams even though it doesn’t achieve the look you ask for.
Instead of emitting them as particles, you can try “locking” them to the camera. I think that SurfaceGuis with transparent parts would work better though.
i tried surfaceguis with transparent parts. didn’t really go as planned. i think the surfaceguis are the best one to use. but i dont really know on how to use it.